WO2013131323A1 - 一种将玩家运动数据同步到游戏中的方法和系统 - Google Patents

一种将玩家运动数据同步到游戏中的方法和系统 Download PDF

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Publication number
WO2013131323A1
WO2013131323A1 PCT/CN2012/075677 CN2012075677W WO2013131323A1 WO 2013131323 A1 WO2013131323 A1 WO 2013131323A1 CN 2012075677 W CN2012075677 W CN 2012075677W WO 2013131323 A1 WO2013131323 A1 WO 2013131323A1
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WIPO (PCT)
Prior art keywords
player
game
running
data
exercise
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PCT/CN2012/075677
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English (en)
French (fr)
Inventor
袁嘉玲
王琦凡
Original Assignee
Yuan Jialing
Wang Qifan
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Publication date
Application filed by Yuan Jialing, Wang Qifan filed Critical Yuan Jialing
Publication of WO2013131323A1 publication Critical patent/WO2013131323A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/327Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the present invention is in the field of wireless communication technology, and relates to a method and system for synchronizing player motion data into a game.
  • online online games have become one of the business priorities of communication operators.
  • online games because it is a multi-player who participates in the manipulation of characters or objects in the game and directly reflects the logical thinking characteristics of people, it is more interesting than ordinary stand-alone games or single-player games. It is the top priority for the development of the operator's game business.
  • An object of the present invention is to solve the problems of the prior art and to provide a method and system for synchronizing player motion data into a game.
  • the player's athletic data includes the amount of exercise of the player and the time of the exercise.
  • the present invention provides a method of synchronizing player motion data into a game, the method comprising:
  • the amount of exercise is converted into a score increase value in the game and added to the player's game account.
  • the method further includes:
  • the player's exercise time is counted, and the amount of exercise is converted into a score in the game according to the player's exercise time.
  • the sports equipment includes a treadmill, and the running data of the sports equipment includes a running speed of the treadmill, a duration of the rotating speed, and a running amount of the running of the player on the running machine is calculated according to the running speed of the treadmill and the running time of the rotating speed.
  • the sports equipment includes a running shoe provided with a piezoelectric sensor, the running shoe corresponding to a running speed of the player by a bending frequency of the piezoelectric sensor, the running data including a frequency of bending of the piezoelectric sensor Rate, the duration of continuous bending of the piezoelectric sensor at the bending frequency, and the amount of movement of the player's running is calculated according to the frequency of bending of the piezoelectric sensor and the continuous bending time of the piezoelectric sensor at the bending frequency.
  • the operational data of the athletic equipment is first transmitted to the signal converter via a short-range wireless network and then sent to the server via a signal converter for converting the near-field wireless network signal into a remote network signal.
  • the present invention also provides a system for synchronizing player motion data into a game, characterized in that the system comprises:
  • a data transmission device configured to transmit operation data of the sports equipment to the game server; a server, configured to calculate operation data of the sports equipment to generate a movement amount of the player, and convert the exercise amount into a score increase value in the game and increase to the player In the game account.
  • the server is also used to count the player's exercise time, and the amount of exercise is converted into a score increase value in the game according to the player's exercise time.
  • the sports equipment includes a treadmill, and the running data of the sports equipment includes a running speed of the treadmill, a duration of the rotating speed, and the server calculates the amount of running of the player on the treadmill according to the running speed of the treadmill and the running time of the rotating speed.
  • the sports equipment includes a running shoe provided with a piezoelectric sensor, the running shoe corresponding to a running speed of the player by a bending frequency of the piezoelectric sensor, the running data including a frequency of bending of the piezoelectric sensor, the bending frequency
  • the continuous bending time of the lower piezoelectric sensor is calculated according to the frequency of bending of the piezoelectric sensor and the continuous bending time of the piezoelectric sensor at the bending frequency.
  • the data transmission device includes a signal converter for converting a short-range wireless network signal into a remote network signal, the motion data is first transmitted to a signal converter through a short-range wireless network, and then sent to the signal converter through the signal converter
  • the server sends it to the server.
  • the player generates the running data of the sports equipment when the sports equipment is operated, and the running data of the sports equipment corresponds to the motion data of the player, so the motion data of the player can be obtained by acquiring the running data of the sports equipment bound to the player identity.
  • the method is simple and low in cost.
  • Synchronizing the player’s athletic data into the game can encourage the player to play while Exercise to the body, with the role of two-fold, while using this system allows gamers to upgrade the game through sports, increasing the fun of the game.
  • Running or walking is a relatively common sport. Treadmills and running shoes with piezoelectric sensors are also a relatively low-cost exercise preparation, and treadmills and piezoelectric sensors are more convenient to prepare than other sports equipment. The amount of exercise information of the player.
  • the operational data of the sports equipment is first transmitted to the signal converter through the short-range wireless network, and the signal converter converts the short-range wireless network signal into a remote network signal or a wired signal to the server, which can save the data transmission equipment cost for the signal transmission. And data transfer traffic costs.
  • Embodiment 1 is a flowchart of a method according to Embodiment 1 of the present invention.
  • FIG. 2 is a block diagram showing the structure of a system according to Embodiment 1 of the present invention.
  • FIG. 3 is a flowchart of a method according to Embodiment 2 of the present invention.
  • FIG. 4 is a block diagram showing the structure of a system according to Embodiment 2 of the present invention.
  • the treadmill is a kind of commonly used exercise equipment. It is also an exercise and fitness equipment that is easy to grasp. It drives the belt to run through the motor. When people stand on the belt or run around to maintain the balance, the body can run. Or the speed of walking, the size of the movement can easily distinguish the amount of body movement.
  • the ability value force value
  • the treadmill's operational data needs to be tied to the player's identity.
  • the treadmill is provided with a WiFi transmission module or a wired network transmission module, and the WiFi transmission module or the wired network transmission module is used to transmit the running data of the treadmill to the network side, and each WiFi transmission module has a specific physical address of the network card, and the wired network transmits The module also has a specific physical address of the network card, the physical address of the network card and the identity of the player
  • the method comprises the following steps:
  • the WiFi receiving module of the signal converter obtains the treadmill's rotation speed, the motor running time at the rotation speed, and sends the above data to the remote game server through the remote wired network;
  • S4 The server calculates the amount of exercise of the player by the speed of the treadmill and the time when the motor runs at the speed;
  • the reason why the player's continuous movement is calculated is to prevent the player from exercising excessively to affect the health of the body in order to pursue the score increase in the game. For example: When the player continuously runs at a speed of 10 km/h for half an hour on the treadmill, the player's avatar in the game increases by 5 points, and the player continuously runs at 10 km/h on the treadmill. In 1 hour, the player's avatar value in the game is increased by 10 points. When the player continues to exercise for more than 1 hour on the treadmill, the corresponding amount of exercise will be reduced to half the increase in the force value of the avatar in the game.
  • the embodiment further provides a system including a treadmill 10, a signal converter 20, and a game server 30.
  • the treadmill 10 includes a motor 11, a single chip microcomputer 12, and a WiFi transmitting module 13.
  • the single chip microcomputer 12 acquires the rotational speed of the motor 11 and the time at which the motor 11 operates at the rotational speed, and the WiFi transmitting module 13 rotates the rotational speed of the motor 11 and the motor 11
  • the time data that is run at the speed is sent to the signal converter 20, and the signal converter includes a WiFi receiving module 21, a wired transmission module 22, and a signal conversion module 23.
  • the WiFi receiving module 21 receives the transmission sent by the WiFi transmitting module 13.
  • the data is sent to the signal conversion module 23, which converts the wireless network signal into a wired data signal, and rotates the speed of the motor 11 and the motor 11 at the speed through the wired transmission module 22.
  • the time data is sent to the game server 30, and the game server 30 calculates the amount of exercise of the player running on the treadmill according to the rotation speed of the motor 11 and the duration of the rotation speed, and simultaneously counts the running time of the treadmill motor 1 1 according to the treadmill.
  • the running time of the motor 11 converts the amount of movement of the player into a value-added value in the game, and finally the game Service 30 will exercise the player into the game the score increased to increase the value of the player's game account.
  • the treadmill 10 in this embodiment further includes an input device 14 for acquiring a game account and a password input by the player, and a display device 15 for displaying the player inputting the game account and The status of the password and the player's game account score. The player enters the game's account and password on the treadmill. After verification, the treadmill will be bound to the player's identity, and the treadmill's running data corresponds to the player's athletic data.
  • the embodiment provides another sports equipment for acquiring player motion data, that is, a running shoe provided with a piezoelectric sensor.
  • a piezoelectric sensor is a sensor made by utilizing the piezoelectric effect generated by the stress of some dielectric materials.
  • the so-called piezoelectric effect refers to the phenomenon that some dielectrics are deformed when they are deformed by external forces in a certain direction (including bending and telescopic deformation), and due to the polarization of internal charges, charges are generated on the surface.
  • the wireless transmission module adopts the Bluetooth transmission module.
  • the Bluetooth identification code of the Bluetooth transmission module is bound to the identity of the player.
  • the method comprises the following steps:
  • S1 obtaining a bending frequency of the piezoelectric sensor in the running shoe bound to the player's identity, and a time during which the piezoelectric sensor continuously bends at the bending frequency;
  • a Bluetooth transmission module disposed on the running shoe transmits the bending frequency of the piezoelectric sensor, and the continuous bending time of the piezoelectric sensor at the bending frequency to the signal converter;
  • the Bluetooth module of the signal converter obtains the bending frequency of the piezoelectric sensor, the continuous bending time of the piezoelectric sensor at the bending frequency, and sends the above data to the remote game server through the remote wireless network;
  • the motion data is first transmitted to the Bluetooth mobile phone carried by the Bluetooth signal through the Bluetooth signal, and the Bluetooth mobile phone transmits the motion data to the remote server through the 3G or GSM network;
  • the server calculates the amount of movement of the player by the bending frequency of the piezoelectric sensor and the continuous duration of the piezoelectric sensor continuously bending at the bending frequency;
  • the speed at which the player runs or walks is proportional to the frequency at which the piezoelectric sensor bends, so the bending frequency of a certain piezoelectric sensor,
  • the duration of the continuous bending of the piezoelectric sensor at the bending frequency can be calculated based on the amount of exercise of the player, for example: If the player bends at a frequency of 1 HZ while the player is walking, the player's exercise amount is 1 unit for 1 hour. If the player bends at a frequency of 2HZ while running, the player's amount of exercise is 4 units for 1 hour.
  • the bending frequency of the piezoelectric sensor is the same as the frequency of lifting the leg when the human body is running or walking.
  • the relative movement amount of the person of different height is proportional to the frequency of the lifting leg, so the pressure is passed.
  • the bending frequency of the electric sensor and the time of continuous bending at the bending frequency are such that the relative amount of movement of the player can be calculated.
  • S5 Calculate the time during which the piezoelectric sensor continuously bends, and convert the amount of movement of the player into a value-added value in the game according to the time when the piezoelectric sensor continuously bends;
  • the physical tolerance of the player is different at different speeds of movement, so it is necessary to reasonably according to the frequency of continuous bending of the piezoelectric sensor.
  • Adjust the time base for the continuous bending of the piezoelectric sensor For example, when the frequency of the bend is less than 1 HZ, the player's state of motion is walking. The player only has to walk for more than 3 hours without continuously converting the player's exercise amount into the game's score increase value, and when bending When the frequency is above 2HZ, the player's exercise state is running. If the player runs for more than 1 hour, the player's exercise amount will not be converted into the game's score increase value.
  • the embodiment further provides a system including a running shoe 40, a signal converter 20, and a game server 30.
  • the running shoe 40 includes a piezoelectric sensor 41, a processing chip 42 and a Bluetooth transmission module 43 for acquiring a bending frequency of the piezoelectric sensor 41 and a continuous bending of the piezoelectric sensor at the bending frequency.
  • the Bluetooth transmission module 43 transmits the bending frequency of the piezoelectric sensor 41 and the time data continued by the piezoelectric sensor continuously bending at the bending frequency to the signal converter 20, the signal converter including a Bluetooth
  • the Bluetooth module 24 receives the data sent by the Bluetooth transmission module 43, and sends the data to the signal conversion module 23, and the signal conversion module 23 converts the Bluetooth data signal into Wired data signal
  • the bending frequency of the piezoelectric sensor 41 and the time data continued by the piezoelectric sensor continuously bending at the bending frequency are transmitted to the game server 30 by the wired transmission module 22, and the game server 30 according to the bending frequency of the piezoelectric sensor 41 And calculating the amount of movement of the
  • the motion data of the running shoe is first transmitted to the signal converter 20 (ie, the Bluetooth mobile phone) through the Bluetooth signal, and then the Bluetooth mobile phone converts the Bluetooth signal into a 3G network signal, and sends the motion data of the running shoe to the remote server.
  • the signal converter 20 ie, the Bluetooth mobile phone
  • the Bluetooth mobile phone converts the Bluetooth signal into a 3G network signal, and sends the motion data of the running shoe to the remote server.
  • the processing chip Since it is inconvenient to run when carrying a mobile phone when running, it is preferable to set a storage module in the running shoe to be connected with the processing chip, and when running outdoors (the voltage change signal obtained by the processing chip to obtain the piezoelectric sensor is Judging criteria), the processing chip first stores the motion data in the storage module. When the player returns to the indoor, the processing chip set in the running shoe does not acquire the voltage change signal of the piezoelectric sensor within 30 minutes, and the runner is determined.
  • the block starts the search operation.
  • searching for a preset signal converter that communicates with it it communicates with the signal converter to transmit the motion data stored in the storage module to the remote server. Since the storage module is temporarily installed to store the motion data, the data is not transmitted in real time through the mobile communication network, the power is saved, the communication cost is saved, and the runner's running and walking are also facilitated.
  • the above embodiments are only used to illustrate the technical solutions of the present invention, and the present invention is not limited thereto.

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Abstract

本发明涉及一种将玩家运动数据同步到游戏中的方法和系统。该方法包括:获取与玩家身份绑定运动装备的运行数据;将运行数据传输给游戏服务器;计算所述运行数据生成玩家的运动量;将运动量转变成游戏中的分值增加值并且增加到玩家的游戏账户中。将玩家的运动数据同步到游戏中后,能够促使玩家在玩游戏的同时也能够锻炼到了身体,具有一举两得的作用,同时采用本系统使得游戏玩家能够通过运动来使游戏升级,增加了游戏的趣味性。玩家在操作运动装备时产生运动装备的运行数据,而该运动装备的运行数据又与玩家的运动数据相对应,所以通过获取与玩家身份绑定运动装备的运行数据即可得到玩家的运动数据,方法筒单,成本低廉。

Description

一种将玩家运动数据同步到游戏中的方法和系统
【技术领域】
本发明属于无线通信技术领域,本发明涉及一种将玩家运动数据同步到游 戏中的方法和系统。
【背景技术】
随着互联网和移动通信技术的迅速发展, 在线网络游戏已经成为通信运 营商的业务重点之一。 尤其是联网游戏(即网游), 由于其是多个玩家参与操 控游戏中的人物或者对象, 直接反应人的逻辑思维特性的, 所以其趣味性高于 普通单机游戏或是单玩家参与游戏, 更是成为运营商游戏业务发展的重中之 重。 另一方面, 正是因为联网游戏中各对象的操控者是真实的人, 所以游戏不 能随时开始和随时中止或停止,所以导致联网游戏成为了 ^艮多年轻人迷恋的对 象, 通宵达旦、 废寝忘食的沉迷其中, 导致不仅荒废了学业, 同时也因为长期 待在电脑前, 导致身体严重变差, 使得网游越来越多的被众多家长所诟病, 同 时也成了政府严厉管制的对象。
目前众多的受大众欢迎的网游是那种角色扮演类的并且具有打斗成分在 内的情景类游戏, 在这一类的游戏中, 每一个角色都具有一定的能力分值, 而 评判这些分值的指标有武力值、 智力值、 经验值、 工具性能等, 而提高这些分 值的唯一途径是通过不断的战争或者是 "练功" 或者是购买相应的 "装备" 等 获得,游戏者为了提高游戏中角色的能力分值从而不断的夜以继日的去玩网络 游戏, 甚至出现 "代练" 的职业, 而网络游戏运营商也是正式通过这种增加用 户的在线时间或者让游戏者购买相应的 "装备" 来获利的。 政府为了防止网游 玩家沉迷于网络游戏, 对用于在线的时间进行限制, 而且政府也加强了实体货 币向虚拟货币流通的管制, 所以导致网游运营商的盈利模式出现了困境。
而另一方面, 大量年轻的网游玩家因为网游而严重影响身心健康, 所以 一方面为了促进网络游戏玩家的身心健康,另一方面增加网络游戏运营商的营 业收入, 我们想到了将网络游戏和实体生活相结合的新的游戏模式, 即: 玩家 可以通过在实际生活中进行身体锻炼, 增加游戏中角色的 "武力值", 从而使 玩家多了一条提升自己角色能力值的通道,从而能够使玩家将实际生活与网络 游戏相结合, 一方面能够促进玩家的身心健康, 另一方面使得玩家与网络游戏 的黏性更强, 而怎么样将玩家的运动数据同步到游戏中去, 使玩家的运动量增 加的同时, 能够使玩家游戏中角色的能力分值也增加的方法和系统在现有的技 术中是没有的。
【发明内容】
本发明的目的就是为了解决现有技术存在的问题,提出了一种将玩家运动 数据同步到游戏中的方法和系统。
所述玩家的运动数据包括玩家的运动量以及运动时间。
本发明的具体技术方案如下:
本发明提供一种将玩家运动数据同步到游戏中的方法, 其特征在于, 该方 法包括:
获取与玩家身份绑定运动装备的运行数据;
将运行数据传输给游戏服务器;
计算所述运行数据生成玩家的运动量;
将运动量转变成游戏中的分值增加值并且增加到玩家的游戏账户中。
该方法进一步包括:
统计玩家的运动时间,根据玩家的运动时间将运动量转变成游戏中的分值 增力口值。
所述运动装备包括跑步机, 所述运动装备的运行数据包括跑步机的转速、 该转速持续的时间, 根据跑步机的转速、 该转速持续的时间计算出玩家在该跑 步机上跑步的运动量。
所述运动装备包括设置有压电传感器的跑步鞋,该跑步鞋通过压电传感器 的弯折频率与玩家的跑步速度相对应,所述运行数据包括压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间, 根据压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间计算出玩家跑步的运动量。
所述运动装备的运行数据先通过近距离无线网络传输给信号转换器,再通 过信号转换器发送给服务器,所述信号转换器用于将近距离无线网络信号转换 成远程网络信号。
本发明还提供一种将玩家运动数据同步到游戏中的系统, 其特征在于, 该 系统包括:
与玩家身份绑定的运动装备;
数据传输装置, 用于将运动装备的运行数据传输给游戏服务器; 服务器,用于计算所述运动装备的运行数据生成玩家的运动量并将运动量 转变成游戏中的分值增加值并且增加到玩家的游戏账户中。
服务器还用于统计玩家的运动时间,根据玩家的运动时间将运动量转变成 游戏中的分值增加值。
所述运动装备包括跑步机, 所述运动装备的运行数据包括跑步机的转速、 该转速持续的时间, 服务器根据跑步机的转速、 该转速持续的时间计算出玩家 在该跑步机上跑步的运动量。
所述运动装备包括设置有压电传感器的跑步鞋,该跑步鞋通过压电传感器 的弯折频率与玩家的跑步速度相对应,所述运行数据包括压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间, 根据压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间计算出玩家跑步的运动量。
所述数据传输装置包括信号转换器,所述信号转换器用于将近距离无线网 络信号转换成远程网络信号,所述运动数据先通过近距离无线网络传输给信号 转换器, 再通过信号转换器发送给服务器发送给服务器。
本发明有益的技术效果在于:
玩家在操作运动装备时产生运动装备的运行数据,而该运动装备的运行数 据又与玩家的运动数据相对应,所以通过获取与玩家身份绑定运动装备的运行 数据即可得到玩家的运动数据, 方法筒单, 成本低廉。
将玩家的运动数据同步到游戏中后,能够促使玩家在玩游戏的同时也能够 锻炼到了身体, 具有一举两得的作用, 同时采用本系统使得游戏玩家能够通过 运动来使游戏升级, 增加了游戏的趣味性。
跑步或者步行是比较常见的运动,跑步机和设置有压电传感器的跑步鞋也 是成本比较低廉的运动准备, 而且跑步机和设置有压电传感器相比其他运动装 备而言能够比较方便准备的获取玩家的运动量信息。
运动装备的运行数据先通过近距离无线网络传输给信号转换器,所述信号 转换器再将近距离无线网络信号转换成远程网络信号或者有线信号发送给服 务器, 能够为信号的传输节省数据传输设备成本和数据传输流量费用。 【附图说明】
图 1为本发明实施例 1的方法流程图;
图 2为本发明实施例 1的系统结构框图;
图 3为本发明实施例 2的方法流程图;
图 4为本发明实施例 2的系统结构框图。
【具体实施方式】
为了使发明的目的、技术方案及优点更加清楚明白, 以下结合附图及实施 例, 对本发明进行进一步详细说明。 应当理解, 此处所描述的实施例仅用以解 释本发明, 并不用来限定本发明。
实施例 1
跑步机是一种常用的运动健身器材,也是操作筒单易于掌握的运动健身器 材, 其通过电机带动传动带运转, 人站在传动带上面跑动或者走动要保持平衡 转的速度就可以知道人体跑动或者走动的速度,通过速度来的大小很容易区分 人体运动量的大小, 当玩家锻炼的越多, 通过将运动量与游戏中的能力值(武 力值)相对应, 运动量越多, 游戏中的能力值增加越多, 如此则能刺激游戏玩 家通过在跑步机上跑步去达到游戏升级的目的, 趣味性非常强。
跑步机的运行数据需要与玩家身份相绑定, 绑定的方法有多种, 例如: 在 跑步机上设置有 WiFi发送模块或者有线网络传输模块, WiFi发送模块或者有 线网络传输模块用来将跑步机的运行数据发送给网络侧, 每一个 WiFi发送模 块都有特定的网卡物理地址, 有线网络传输模块也有特定的网卡物理地址, 将 该网卡物理地址与玩家身份
该方法包括如下步骤:
S1:获取与玩家身份相绑定的跑步机的转速、在该转速下电机运转的时间;
S2: 通过跑步机的 WiFi发送模块将跑步机的转速、 在该转速下电机运转 的时间发送给信号转换器(即无线路由器) ;
S3: 信号转换器的 WiFi接收模块获取跑步机的转速、 在该转速下电机运 转的时间, 并将上述的数据通过远程有线网络发送给远程的游戏服务器;
S4: 服务器通过跑步机的转速、 在该转速下电机运转的时间计算出玩家 的运动量;
S5: 统计跑步机连续运转的时间, 并根据跑步机连续运转的时间将玩家 的运动量转变成游戏中的分值增加值;
在计算玩家运动量与游戏中的分值对应值时,之所以要将玩家连续运动的 时间计算进去, 是为了防止玩家为了追求游戏中分值增长, 而过度运动而影响 身体健康的情况。 例如: 当玩家在跑步机上连续以 10公里 /小时的速度连续奔 跑半小时, 则玩家在游戏中的虚拟人物的武力值增加 5分, 当玩家在跑步机上 连续以 10公里 /小时的速度连续奔跑 1小时, 则玩家在游戏中的虚拟人物的武 力值增加 10分, 当玩家在跑步机上连续运动时间超过 1 小时后, 对应的运动 量转变成游戏中虚拟人物的武力值增加值将减少至一半, 当玩家在跑步机上连 续运动时间超过 2小时后,对应的运动量转变成游戏中虚拟人物的武力值将不 增加。 当玩家中断跑步 1小时后, 玩家在跑步机上连续以 10公里 /小时的速度 连续奔跑半小时, 玩家在游戏中的虚拟人物的武力值增加依然恢复到 5分。
S6: 将玩家的运动量转变成游戏中的分值增加值增加到玩家的游戏账户 中。
基于上述的方法, 本实施例还提供一种的系统, 该系统包括跑步机 10、 信号转换器 20、 游戏服务器 30。 所述跑步机 1 0包括电机 11、 单片机 12和 WiFi发送模块 13, 所述单片 机 12获取电机 11的转速以及电机 11在该转速下运行的时间, WiFi发送模块 13将电机 11 的转速以及电机 11在该转速下运行的时间数据发送给信号转换 器 20, 所述信号转换器包括一 WiFi接收模块 21、 有线传输模块 22、 信号转 换模块 23, 所述 WiFi接收模块 21接收 WiFi发送模块 13发送的数据, 并且 将该数据发送给信号转换模块 23,信号转换模块 23将所述无线网络信号转变 成有线数据信号, 并通过有线传输模块 22将所述电机 11 的转速以及电机 11 在该转速下运行的时间数据发送给游戏服务器 30,游戏服务器 30根据电机 11 的转速、 该转速持续的时间计算出玩家在该跑步机上跑步的运动量, 同时统计 跑步机电机 1 1连续运转的时间,并根据跑步机电机 11连续运转的时间将玩家 的运动量转变成游戏中的分值增加值, 最后游戏服务器 30将玩家的运动量转 变成游戏中的分值增加值增加到玩家的游戏账户中。
上述跑步机 11的 WiFi发送模块 13的网卡物理地址与玩家的身份相绑定, 但是由于跑步机是一种大型的而且比较昂贵的设备,如果通过硬件将跑步机的 运行状态与玩家的运动状态相绑定, 将会导致跑步机闲置严重。 所以根据上述 情况, 本实施例中的跑步机 10还包括输入装置 14以及显示装置 15, 所述输 入装置 14用于获取玩家输入的游戏账户和密码,显示装置 15用于显示玩家输 入游戏账户和密码的状态以及玩家游戏账户分值。玩家在跑步机上输入游戏的 账户和密码, 验证通过后, 跑步机将与该玩家的身份相绑定, 跑步机的运行数 据与玩家的运动数据相对应。
实施例 2
虽然跑步可以锻炼身体, 但是跑步机是一种大型的运动健身器材,很难以 移动, 而且不能搬到室外去, 在很多情况, 人们需要喜欢在室外环境中健身, 而不是室内。基于此,本实施例提供了另外一种获取玩家运动数据的运动装备, 即设置有压电传感器的跑步鞋。压电传感器是利用某些电介质受力后产生的压 电效应制成的传感器。所谓压电效应是指某些电介质在受到某一方向的外力作 用而发生形变时 (包括弯曲和伸缩形变), 由于内部电荷的极化现象, 会在其 表面产生电荷的现象。将压电传感器安装在鞋根内底部,人在走路或者跑步时, 脚跟总是不停的抬起和落地, 当脚跟落地时会因为人体的压力使压电传感器弯 折, 当脚抬起时, 设置于鞋跟内底部的压电传感器在弹簧的作用下恢复原状, 当人跑动的速度越快时, 压力传感器弯折的频率越快, 通过获取压力传感器弯 折的频率数据即可得知玩家跑动的快慢。压力传感器弯折的频率与玩家跑动或 者走动的速度成正比, 通过当压力传感器一直处于同一弯折状态下时, 表明玩 家停止运动, 或者玩家没有穿该跑步鞋。 同样, 通过速度来的大小很容易区分 人体运动量的大小, 当玩家锻炼的越多, 通过将运动量与游戏中的能力值(武 力值)相对应, 运动量越多, 游戏中的能力值增加越多。 如此则能刺激游戏玩 家通过在穿着跑步鞋行走或者跑步来达到游戏升级的目的, 能够帮助游戏玩家 锻炼身体。
由于跑步鞋上难以设置输入装置和显示装置,所以代表用户身份信息的数 据只能是跑步鞋上的无线传输模块, 考虑到耗电量的问题, 较优的, 无线传输 模块采用蓝牙传输模块, 蓝牙传输模块的蓝牙识别码与玩家的身份相绑定。
该方法包括如下步骤:
S1 : 获取与玩家身份相绑定的跑步鞋中压电传感器的弯折频率、 在该弯 折频率下压电传感器连续弯折持续的时间;
S2: 设置在跑步鞋上的蓝牙传输模块将压电传感器的弯折频率、 在该弯 折频率下压电传感器连续弯折持续的时间发送给信号转换器;
S3:信号转换器的蓝牙模块获取压电传感器的弯折频率、在该弯折频率下 压电传感器连续弯折持续的时间,并将上述的数据通过远程无线网络发送给远 程的游戏服务器; 具体的, 所述运动数据先通过蓝牙信号传输给自身携带的蓝 牙手机, 蓝牙手机再通过 3G或者 GSM网络, 将运动数据传输给远程的服务 器;
S4: 服务器通过压电传感器的弯折频率、 在该弯折频率下压电传感器连 续弯折持续的时间计算出玩家的运动量;
虽然通过压电传感器的弯折频率难以计算出玩家跑步或者步行的速度,但 是玩家跑步或者步行的速度与压电传感器弯折的频率是成正比的,所以以某一 压电传感器弯折频率、在该弯折频率下压电传感器连续弯折所持续的时间所对 应的玩家的运动量为基准即可计算出其他弯折频率下玩家的运动量, 例如: 假 如玩家走路时压电传感器弯折的频率为 1 HZ,连续持续 1小时,玩家的运动量 为 1个单位,假如玩家跑步时压电传感器弯折的频率为 2HZ,连续持续 1小时, 玩家的运动量为 4个单位。
另一方面,压电传感器的弯折频率与人体跑步或者步行时抬腿的频率是相 同, 相同的时间内, 不同身高的人其相对的运动量与抬腿的频率是成正比的, 所以通过压电传感器的弯折频率以及在该弯折频率下持续弯折的时间是可以 计算出玩家的运动量相对大小的。
S5: 统计压电传感器连续弯折的时间, 并根据压电传感器连续弯折的时 间将玩家的运动量转变成游戏中的分值增加值;
实际上根据压电传感器连续弯折的时间与玩家体力的耐受程度是不同的, 在不同的运动速度下, 玩家的体力耐受程度不同, 所以需要根据压电传感器连 续弯折的频率来合理调整压电传感器连续弯折的时间计算基准。 例如, 当弯折 的频率为 1 HZ以下时, 玩家的运动状态为走路, 玩家只有在连续走路 3小时 以上才不会将玩家的运动量转变成游戏中的分值增加值, 而当弯折的频率为 2HZ以上时, 玩家的运动状态为跑步, 玩家在连续跑步 1小时以上, 玩家的运 动量将不会转变成游戏中的分值增加值。
S6: 将玩家的运动量转变成游戏中的分值增加值增加到玩家的游戏账户 中。
基于上述的方法, 本实施例还提供一种的系统, 该系统包括跑步鞋 40、 信号转换器 20、 游戏服务器 30。
所述跑步鞋 40包括压电传感器 41、 处理芯片 42和蓝牙传输模块 43, 所 述处理芯片 42用于获取压电传感器 41的弯折频率以及在该弯折频率下压电传 感器连续弯折所持续的时间,蓝牙传输模块 43将压电传感器 41的弯折频率以 及在该弯折频率下压电传感器连续弯折所持续的时间数据发送给信号转换器 20,所述信号转换器包括一蓝牙模块 24、有线传输模块 22、信号转换模块 23, 所述蓝牙模块 24接收蓝牙传输模块 43发送的数据,并且将该数据发送给信号 转换模块 23, 信号转换模块 23将所述蓝牙数据信号转变成有线数据信号, 并 通过有线传输模块 22将压电传感器 41的弯折频率以及在该弯折频率下压电传 感器连续弯折所持续的时间数据发送给游戏服务器 30, 游戏服务器 30根据压 电传感器 41 的弯折频率以及在该弯折频率下压电传感器连续弯折所持续的时 间计算出玩家在该跑步机上跑步的运动量, 同时统计压电传感器 41 连续弯折 的时间, 并根据压电传感器 41 连续弯折的时间将玩家的运动量转变成游戏中 的分值增加值, 最后游戏服务器 30将玩家的运动量转变成游戏中的分值增加 值增加到玩家的游戏账户中。
在本实施例中, 跑步鞋的运动数据先通过蓝牙信号传输给信号转换器 20 (即蓝牙手机) , 然后蓝牙手机将蓝牙信号转换成 3G网络信号, 将跑步鞋的 运动数据发送给远程的服务器, 由于需要实时通过移动通信网络传输数据, 导 致数据传输费用高昂, 同时实时传输数据, 导致跑步鞋和蓝牙手机的耗电量较 高, 对于电池的成本和重要要求也较高, 另一方面, 由于跑步的时候需要携带 手机, 导致跑步不方便, 所以较优的是, 在跑步鞋里设置一存储模块与处理芯 片连接, 在户外跑步时(以处理芯片获取到压电传感器的电压变化信号为判断 标准) , 处理芯片先将运动数据存储在存储模块中, 当玩家回到室内, 设置于 跑步鞋中的处理芯片在 30分钟内没有获取到压电传感器的电压变化信号, 则 判断出跑步者有可能回到室内, 于是控制蓝牙传输模块开启搜寻工作, 如搜寻 到预先设定的与其通讯的信号转换器时, 即与该信号转换器进行通讯, 将存储 在存储模块中的运动数据发送给远程的服务器。 由于设置了存储模块来暂时存 储运动数据, 无需通过移动通讯网络实时传输数据, 节省了电能, 也节约了通 信成本, 同时也方便了跑步者的跑步与走路。 以上实施例仅用以说明本发明的技术方案而非限制,尽管参照较佳实施例 对本发明进行了详细说明, 本领域的普通技术人员应当理解, 可以对本发明的 技术方案进行修改或者等同替换, 而不脱离本发明技术方案的精神和范围, 其 均应涵盖在本发明的权利要求范围当中。

Claims

WO 2013/131323 权 利 要 求 书 PCT/CN2012/075677
1 .一种将玩家运动数据同步到游戏中的方法, 其特征在于, 该方法包括: 获取与玩家身份绑定运动装备的运行数据;
将运行数据传输给游戏服务器;
计算所述运行数据生成玩家的运动量;
将运动量转变成游戏中的分值增加值并且增加到玩家的游戏账户中。
2.根据权利要求 1所述的将玩家运动数据同步到游戏中的方法, 其特征在 于, 该方法进一步包括:
统计玩家的运动时间,根据玩家的运动时间将运动量转变成游戏中的分值 增力口值。
3.根据权利要求 1或 2所述的将玩家运动数据同步到游戏中的方法,其特 征在于,
所述运动装备包括跑步机, 所述运动装备的运行数据包括跑步机的转速、 该转速持续的时间, 根据跑步机的转速、 该转速持续的时间计算出玩家在该跑 步机上跑步的运动量。
4.根据权利要求 1或 2所述的将玩家运动数据同步到游戏中的方法,其特 征在于,
所述运动装备包括设置有压电传感器的跑步鞋,该跑步鞋通过压电传感器 的弯折频率与玩家的跑步速度相对应,所述运行数据包括压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间, 根据压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间计算出玩家跑步的运动量。
5.根据权利要求 4所述的将玩家运动数据同步到游戏中的方法, 其特征在 于,
所述运动装备的运行数据先通过近距离无线网络传输给信号转换器,再通 过信号转换器发送给服务器,所述信号转换器用于将近距离无线网络信号转换 成远程网络信号。
6.—种将玩家运动数据同步到游戏中的系统, 其特征在于, 该系统包括: 与玩家身份绑定的运动装备;
数据传输装置, 用于将运动装备的运行数据传输给游戏服务器; 服务器,用于计算所述运动装备的运行数据生成玩家的运动量并将运动量 转变成游戏中的分值增加值并且增加到玩家的游戏账户中。
7.根据权利要求 6所述的将玩家运动数据同步到游戏中的系统, 其特征在 于,
服务器还用于统计玩家的运动时间,根据玩家的运动时间将运动量转变成 游戏中的分值增加值。
8.根据权利要求 6或 7所述的将玩家运动数据同步到游戏中的系统, 其特 征在于,
所述运动装备包括跑步机, 所述运动装备的运行数据包括跑步机的转速、 该转速持续的时间, 服务器根据跑步机的转速、 该转速持续的时间计算出玩家 在该跑步机上跑步的运动量。
9.根据权利要求 6或 7所述的将玩家运动数据同步到游戏中的系统, 其特 征在于,
所述运动装备包括设置有压电传感器的跑步鞋,该跑步鞋通过压电传感器 的弯折频率与玩家的跑步速度相对应,所述运行数据包括压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间, 根据压电传感器弯折的频 率、 该弯折频率下压电传感器连续弯折持续的时间计算出玩家跑步的运动量。
10.根据权利要求 9所述的将玩家运动数据同步到游戏中的系统, 其特征 在于,
所述数据传输装置包括信号转换器,所述信号转换器用于将近距离无线网 络信号转换成远程网络信号,所述运动数据先通过近距离无线网络传输给信号 转换器, 再通过信号转换器发送给服务器发送给服务器。
PCT/CN2012/075677 2012-03-05 2012-05-17 一种将玩家运动数据同步到游戏中的方法和系统 WO2013131323A1 (zh)

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