WO2018115439A1 - Exergaming arrangement and method thereof - Google Patents

Exergaming arrangement and method thereof Download PDF

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Publication number
WO2018115439A1
WO2018115439A1 PCT/EP2017/084384 EP2017084384W WO2018115439A1 WO 2018115439 A1 WO2018115439 A1 WO 2018115439A1 EP 2017084384 W EP2017084384 W EP 2017084384W WO 2018115439 A1 WO2018115439 A1 WO 2018115439A1
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WO
WIPO (PCT)
Prior art keywords
motion
platform
arrangement
game
computing device
Prior art date
Application number
PCT/EP2017/084384
Other languages
French (fr)
Inventor
Marke Rautiala
Sari Backman
Original Assignee
Marabas Oy
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 Marabas Oy filed Critical Marabas Oy
Publication of WO2018115439A1 publication Critical patent/WO2018115439A1/en

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • 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
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • 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
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • 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
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F13/212Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Definitions

  • the present invention relates to exercising and gaming arrangements. Particularly, however not exclusively, the invention pertains to an arrangement for exergaming and enabling simultaneous multiplayer gaming and exercising thereof.
  • Smart-age devices have become widely known and used in young people's lives and they use a wide array of different media in plenty of different formats.
  • Traditional exercise forms are in many cases not enticing enough anymore and therefore in order to increase physical activity in school and free time of especially young people, new models of move- ment must be found with the help of smart techniques.
  • the current exergaming apparatuses are aimed at single-player or solo-workout settings.
  • the user may compete against an avatar via the gaming system but in many cases the competing avatar may not be a representation of a real person in addition to that the avatar is less engaging than an opponent at an arm's length as in most of the real-life sports settings.
  • Some of the prior art solutions relating to motion controllers comprise e.g. dance mats and the Wii remote.
  • An example of a "controllerless" motion sensing input device is the Microsoft Xbox Kinect.
  • Many other solutions for these exist but the aforementioned constitute some of the more well- established and known solutions that may also be applied to various purposes. However, neither of them engage the user physically in the sense that they don't provide any means of physical output from the run program. Further, none of said solutions allow the aforementioned in an in- situ multiplayer setting.
  • the objective of the embodiments of the present invention is to at least alleviate one or more of the aforementioned drawbacks evident in the prior art arrangements particularly in the context of exergaming arrangements.
  • the objective is generally achieved with an arrangement and a method in accordance with the claims.
  • the primary advantage of the present invention is that it activates the user, i.e. a player/an exercising person, to engage with the game interactively and with actual physical movement.
  • the user feels immersed in the experience as the game reacts to the user's movement and in return the game responds with simulation feedback that imitates the virtual environment of the game.
  • the current invention has the additional benefit of simulate the user's virtual environment in real-life for providing a more strenuous and enticing gaming experience.
  • Another advantage of the present invention is that the invention allows both tracking of user mobility and controlling the user platform relative to the game environment and user movements.
  • the current invention also has the benefit of having the capability to facilitate simultaneous exergaming of more than one players, which has the benefit of enticing people to engage in more strenuous exercising and gaming performances.
  • an exergaming arrangement comprising:
  • -motion sensing means arranged to track user on said platform
  • -display means connected with the computing device, -a computer program code pertaining to a game or simulation, provided at the computing device and the gaming or simulation being graphically presented via the display means to the user, wherein the computing device is further arranged to execute said computer program code, and implement actuation of the motion platform arrangement and standing platform thereof in accordance with the computer program code, and essentially simultaneously with the actuation, to collect input from the motion sensing means and standing platform orientation sensing means, which input is used as input for the game or simulation.
  • the motion platform arrangement comprises a parallel manipulator arrangement, such as a Gough-Stewart platform, enabling six-degree-of-freedom motion.
  • the mo- tion sensing means comprise imaging based recognition means such as a camera device or Kinect controller, optionally utilizing natural user interface for tracking user gestures and motion.
  • the mo- tion sensing means comprise wearable motion recognition or controller means.
  • the arrangement comprises further sensing means for determining the orienta- tion of the motion platform arrangement and the standing platform thereof.
  • the computer program code comprises at least game program code and a computer program code for controlling the motion platform arrangement in accord- ance with the game program code.
  • the arrangement comprises a controller arrangement at or at least connected with the motion platform arrangement for facilitating control thereof.
  • the computing device comprises an external server or a cloud computing arrangement.
  • an exergaming arrangement facilitating multiplayer exergaming comprising:
  • -sensing means for determining the orientation of each standing platform, -motion sensing means arranged to track a plurality of users on their motion platform arrangements,
  • -a computer program code pertaining to a game or simulation provided at the computing device and the gaming or simulation being graphically presented via the display means to the users, wherein the computing device is further arranged to execute said computer program code, and implement actuation of each individual motion platform arrangement and standing platform thereof in accordance with the computer program code, and essentially simultaneously with the actuation, to collect input from the motion sensing means and standing platform ori- entation sensing means, which input is used as input for the game or simulation.
  • a method for facilitating exergaming comprising:
  • exemplary refers herein to an example or example-like feature, not the sole or only preferable option.
  • Figure 1 is a diagrammatic illustration of some hardware aspects related to an embodiment of the arrangement in accordance with the present invention
  • Figure 2 illustrates some further hardware aspects and communications therebetween of an embodiment of the arrangement in accordance with the present invention
  • Figure 3 illustrates a diagrammatic representation of functionalities and data transfer therebetween of an embodiment of the arrangement in accordance with the present invention
  • Figure 4 illustrates a diagrammatic representation of functionalities and data transfer therebetween of a multip layer embodiment of the arrangement in accordance with the present invention
  • Figure 5 illustrates an embodiment of a single motion platform arrangement in accordance with the present invention
  • FIGS 6a and 6b illustrate some aspects of feasible facilitation of motion platform arrangement control in accordance with the present invention.
  • FIG. 1 is a diagrammatic illustration of some hardware aspects related to an embodiment the arrangement 100 in accordance with the present invention.
  • the arrangement 100 comprises a computing device 102, which essentially comprises at least a processor 104 and memory 106.
  • Display means 108 may be at least operationally connected to or comprised in the computing device 102,
  • Some examples of a computing device 102 comprise a desktop computer with an external display or a tablet computer that includes a display.
  • the computing device 102 may comprise or be connected to buses and connectors 109, e.g. for connecting external devices, such as motion sensing means 1 14 to the computing device 102.
  • the arrangement comprises at least one processor 104 such as one or more microprocessors, micro-controllers, digital signal processors (DSPs), programmable logic chips, etc.
  • the processor 104 is arranged to at least collect input data from the external input devices, such as from the motion sensing means 1 14, and to execute the program code to drive the game/simulation software, and to control the motion platform arrangement 1 16 in accordance with the computer program code.
  • the memory 106 preferably comprises at least the computer program code and it may be further used to store sensor data etc. from external input.
  • the memory 106 may be divided between one or more physical memory chips or other memory elements.
  • the memory 106 may further refer to and include other storage media such as a preferably detachable memory card, a floppy disc, a CD-ROM, or a fixed storage medium such as a hard drive.
  • the memory 106 may be non-volatile, e.g. ROM, and/or volatile, e.g. RAM, by nature. Further, at least part of the arrangement memory functions may be facilitated at the cloud.
  • Display means 108 may comprise the display of a mobile device, tablet, desktop, laptop or such.
  • the display may be external or integrated to the computing device 102. In some embodiments it is however preferred to utilize a bigger display 108 that may be viewed clearly by a plurality of users playing the same game or simulation.
  • a projected display e.g. that of an external projector, or a widescreen display may be used.
  • external wearable devices such as AR and/or VR goggles may be used to produce the display to the user.
  • GUI graphical user interface
  • the exergaming arrangement 100 further comprises means to connect external sensors, such as motion sensing devices or motion controllers, and external devices, such as interface boards or dongles, to the computing device 102.
  • external sensors such as motion sensing devices or motion controllers
  • external devices such as interface boards or dongles
  • the motion sensing means 1 14 may comprise an integrated device, motion controller or a number of motion sensors implemented for motion sensing, for collecting data for motion detection purposes is used.
  • the motion sensing means 1 14 may comprise a motion sensing input device for detecting and recognizing user movement and motions and for forming input such as such as game commands, in accordance with movement and/or gestures of one or more users.
  • the motion sensing means 1 14 may comprise different means for motion capture, such as infrared (I ), optics, etc.
  • I infrared
  • An example of suitable motion sensing means is the Microsoft Kinect motion controller but many other imaging based sensing devices and cameras may al- so be used.
  • a plurality of devices 1 14 may be used e.g. for establishing a plurality of different type (technique) of motion sensing simultaneously or for following a plurality of persons.
  • a controller 1 10 is preferably used for controlling the actuators 1 18 of the motion platform arrangement 1 16.
  • the controller 1 10 may be connected to the computing device 102 as an external device, such as an individual controller, e.g. an iOS microcontroller, or programmable logic inter- face,or it may be integrated in or executed at the computing device 102 optionally as part of an embedded system, such as at the computing device central processing unit (CPU).
  • the controller may comprise a proportional-integral-derivative controller (PID controller).
  • PID controller proportional-integral-derivative controller
  • the controller 1 10 may be facilitated on the computing device 102 processor 104 via an adapter card or interface board or other such interface device.
  • An example of the aforementioned would be a personal computer (PC) connected via Univer- sal Serial Bus (USB) to an interface board 1 1 1, such as the Velleman VN1 10 I/O interface board, and further via the interface board 1 1 1 to the valves of a motion platform arrangement 1 16 for facilitating control and the movement of the actuators 1 18 and the platform 120 thereof.
  • PC personal computer
  • USB Univer- sal Serial Bus
  • One Velleman VM1 10 interface board 1 1 1 1 may be used to control the reciprocal movement of the two hydraulic or pneumatic cylinder actuators 1 18 by controlling their valves and to detect the position of the cylinders continuously.
  • the control and position information of the cylinders may be transmitted via a USB to the processor 104 of the computing device 102 and, at the same time, the motion sensing information from the motion sensing means 1 14 is received, so that the computing program code 1 12 of the computing unit such as X-Sim Motion software can implement the actuation of the actuators 1 18 to position them and further to adjust the position of the standing platform 120. Cylinders thus move the platform 120.
  • electric servomotors may also be used for added strength to the actuation of the actuators 1 18 and therefore movement of the standing platform 120.
  • the control of servomotors can also be implemented by the controller 1 10.
  • the arrangement may also utilize wires and/or wireless means for connecting different devices or components together, as suitable in light of the implementation and embodiment.
  • the computing device 102 preferably comprises a terminal device, such as a desktop or laptop device.
  • the computing device 102 could also comprise or constitute a mobile device.
  • the computing device 102 may comprise or be facilitated in a cloud, wherein the hardware parts are facili- tated on an external server or a network of servers as is known in the art.
  • a computer program code 1 12 is preferably situated at the computing device 102, which computer program code comprises at least a game program that is displayed to the users via the display means 108.
  • the game program is preferably run on the computing device 102 and input is taken at least from the motion sensing means 1 14, which may comprise input one or more motion sensing devices.
  • Other controllers and commands thereof may be used e.g. for navigating through game options, settings, etc.
  • suitable games include football/soccer, hockey, skateboarding, boxing, heptathlon and other track and field sports, floor- ball, cross training, snowball fighting, sled hockey, rock climbing, snow- boarding, body pump, parkour, tricking, skooting, freegym, beach volleyball, etc.
  • the game mode preferably comprises multiplayer mode and avatars for each user, which are in themselves well-known in the prior art.
  • the game programs may be also chosen such that certain types of exercising techniques and forms are achieved by playing them.
  • the computer program code 1 12 comprises also a software program for collecting and utilizing input from motion sensing means 1 14, which collecting and utilizing input are done at the computing device 102.
  • the computer program code 1 12 may be based on a suitable game engine, such as the Unity game engine. However, other engines and game software may be utilized.
  • the memory 106 further comprises program code to control the at least one motion platform arrangements 1 16 in relation to the game environ- ment and events.
  • the program code for controlling the motion platform arrangement 1 16 converts the running game program of the computer program code 1 12 into valve control of the motion platform arrangement 1 16 to control and alter positions of the actuators 1 18.
  • the program code pref- erably at least controls the movement of the actuators 1 18 by controlling the cylinders and reading their positions from position sensors at the actuators 1 18.
  • An example of such suitable software for controlling the actuators 1 18 is the X-Sim Motion software.
  • the arrangement may further be connected with an external entity, such as a remote server or cloud. Therein software updates, remote control, data processing, data storage, etc., may be facilitated at an external entity.
  • At least part of the computing device 102 functions, such as the processor 104 and memory 106 functions may be situated or facilitated at the cloud.
  • FIG. 2 illustrates some further hardware aspects and data transfer therebetween of an embodiment of the arrangement in accordance with the present invention.
  • a Microsoft Kinect controller 214 is used for motion sensing and input of a user on the motion platform.
  • the Microsoft Kinect controller 214 is coupled to a general purpose computer 202 via suitable interface means 209 such as a USB hub allowing the computer 202 and Microsoft Kinect controller 214 to be connected and both the devices to be situated sufficiently apart if needed.
  • a single motion platform arrangement 216 is connected via the USB hub 209 is to the computer 202, the single motion platform arrangement 216 having controlling and actuation arrangement therein to imple- ment actuation of the motion platform arrangement 216.
  • the controller 210 functionalities may be facilitated by an Engineering microcontroller.
  • the controller 210 is connected via a motor driver card 21 1 to control a motor 217, such as an electric motor. Further, the motor 217 is used to drive a number of actuators 218 of the electric, pneumatic or hydraulic system, such as a linear actuator(s) of a parallel manipulator.
  • the gyroscope sensor or encoder is used for sensing the orientation of the standing platform of the motion platform arrangement 216.
  • the sensing means 213 may comprise a dedicated device, chip or microchip packaged MEMS or other such gyroscope known in the art.
  • the sensing means 213 may be integrated with the controller 210 or integrated to the motion platform arrangement 216 or otherwise arranged therewith, such as attached to the standing platform of the motion platform 216.
  • the control may be facilitated by means, which is enable recognition of orientation of the motion platform in accordance to which control may be directed. Further, a PID controller arrangement may be facilitated since the controller may collect feedback of actuation via the sensing means. Additionally or optionally the sensing means 213 may be also utilized for giving game control input.
  • the user movement on the platform may be sensed by the sensing means 213, which may be used with the Microsoft Kinect controller 214 tracking of the user movement on the motion platform arrangement to improve the accuracy of user motion recognition and input correspondingly.
  • the standing platform of the motion platform arrangement 216 can be tilted substantially (e.g. eight degrees) when the user moves their weight to different sides of the stand standing platform, whereby the gyroscope reads the tilt angle of the stand- ingt platform and sends it to the computer 202.
  • the sensing means 213 may comprise a linear sensor that are arranged at the actuators 218 to determine the orientation of the standing platform.
  • this arrangement requires that the orientation of the standing platform may be determined from the positions of the actuators 218.
  • Figure 3 illustrates a diagrammatic representation of functionalities and data transfer therebetween of an embodiment of the arrangement in accordance with the present invention.
  • the player input is given by a user.
  • a user may move their avatar in the game and displayed on the screen by balancing, inclining, circular motion, etc., on top of the platform.
  • Other input may comprise navigating the game menus, settings, etc.
  • the user movement is recognized and encoded into actual program input.
  • the user movement may be recognized by various motion sensing means such as imaging based recognition based on user movement and gestures on a natural user interface.
  • the user movement may be also recognized via user wearable sensing or otherwise “mobile” motion sensing such as remotes or controller of the like known from the gaming art being worn or held by the user.
  • the motion platform arrangement orientation or a particular part thereof, such as the standing platform orientation is recognized by an encoder or a sensor and required processing means thereof, such as by using a gyroscope attached to the standing platform optionally coupled to processing means thereof.
  • the data via the sensing means at 304 and 306 is then input to the game engine 307.
  • the game program processes the information to actuate movement of the gaming avatar at 310 and to actuate the movement of the motion platform arrangement at 312.
  • the standing platform is actuated by the motion platform arrangement in accordance with the game events processed at the game program.
  • the motion platform imitates the motion of waves and the game avatar moves consequently in the virtual environment of the game.
  • the play- er can dodge incoming obstacles by squatting down or jumping in addition to which the player may also use their hands to collect and or block different objects in the game, which avatar interaction in the virtual environment may be translated into actuation of the motion platform to sufficiently mimic the gaming environment actions and events to be experienced by the user via the movement of the motion platform arrangement.
  • Figure 4 illustrates a diagrammatic representation of functionalities and data transfer therebetween of a multiplayer embodiment of the arrangement in accordance with the present invention.
  • Multiple players 402a, 402b, 402c, 402d can play at the same time with each other. Every player 402 has their own avatar they can choose.
  • Each player 402a, 402b, 402c, 402d also has their own motion platform arrangement where they can move and play the game 408.
  • the plurality of motion platform arrangements may be connected to a single computing device facilitating the game and motion of the motion platform arrangements.
  • the users 402a, 402b, 402c, 402d may be represented with game avatars and environment in the game virtual environment, which change and react to each user's 402a, 402b, 402c, 402d movement on their platforms as sensed with the at least one imaging means 404 for motion tracking, such as a Microsoft Kinect camera.
  • Orientation sensing means 406a, 406b, 406c, 406d of each motion platform arrangement are also used to recognize each individual standing platform' sorientation.
  • the motion and orien- tation sensing means are used as an input for the game engine 407, which input functions as commands to move the avatar in the virtual environment 410.
  • Figure 5 illustrates an embodiment of a single motion platform arrange - ment 504 in accordance with the present invention.
  • the motion platform arrangement 504 provides a xyz-movement for the standing platform 502 and user.
  • the motion platform arrangement 504 comprises preferably a linear manipulator arrangement that supports a standing platform 502 thereon.
  • the motion platform arrangement 504 together with the standing platform 502 constitutes a simulation platform for a user wherein the simulation movement follows the game that is present- ed to the user.
  • the motion platform arrangement may optionally comprise parallel manipulators, which may be attached in pairs to constitute a Gough- Stewart platform. Therein, individual actuators of the manipulator arrangement may comprise prismatic actuators.
  • the motion platform arrangement 504 may comprise a separate tilting mechanism of the standing platform 502. Therein the actuators of the motion platform arrangement 504 may be arranged to operate separately from the tilting mechanism.
  • the standing platform 502 is able to give the user impulses at the same time as the player tends to tilt the platform with their own weight.
  • the computing device comprising at least the game program components may be connected to motion platform arrangement 504 controller means at the motion platform arrangement 504 or at the computing device.
  • the motion platform controller means are used to control the electric motor(s) or valve(s) of the actuators to produce movement of the end effector, such as the standing platform.
  • the motion platform arrangement 504 comprises one 6 DOF manipulator arrangement comprising six pieces of double-acting hydraulic cylinders, six cylinder valve blocks, six linear position sensors and six control valves, which control valves may be located in the middle of the unit at the controller means for the manipulator arrangement.
  • the standing platform 502 comprises a place for the user to stand on. It may constitute steel or such suitable material, which is stiff enough to withstand standing and angular forces from carrying the user-weight and tilting the standing platform with the actuators. It may also comprise overlays, such as an elastic coating or mat.
  • a plurality of motion platform arrangements 504 may also be arranged to facilitate in-situ multiplayer gaming. Therein individual motion platform arrangements 504 are situated essentially at the same level and adjacent to each other.
  • the motion platform arrangements 504 may be placed on a platform that may further be fixed to an enclosure surrounding the motion platform arrangements 504 from the sides.
  • the motion sensing means may be placed at suitable position in relation to the users/players on the platforms.
  • the computing device may be situated as a separate device, such as a laptop or desktop being used as a host computer separate of the motion platforms.
  • the computing device may be optionally facilitated via communication and/or processing means, such as via a laptop or desktop device, at a cloud.
  • the game that is being played is displayed preferably in front of the users on a sufficiently sized display or as a wall projection. In some instances the users may wear VR/A equipment, such as goggles, glasses, etc, for implementing individual display means for each user.
  • An example of feasible size for the whole multiplayer floor comprising a plurality of individual motion platform arrangements 504 and standing platforms 502 thereof is some 4-10 square meters, which may facilitate up to nine individual motion platform arrangements 504 and standing plat- forms 502 for multiplaying.
  • the whole exergaming arrangement may be scaled bigger or smaller as needed.
  • FIGS 6a and 6b illustrate some aspects of feasible facilitation of motion platform arrangement control in accordance with the present invention.
  • a motion platform arrangement 600 controller 601 comprises a master MCU chicken 604a and XBee module 606, which are connected to the computing device 602 via a USB means.
  • the MCUicillin 604a and XBee module 606 may interface via Serial Peripheral Interface (SPI) bus.
  • SPI Serial Peripheral Interface
  • XBee modules 606 allow for wireless connection, among other things, between the host MCU chicken 604a in the controller 601 of the motion platform arrangement 600, and the slave MCU chicken of the motion platfrom arrangement 600.
  • a plurality of single motion platforms may be controlled via similar arrangement as in the figure 6a.
  • gyroscope(s) 608 may be used to measure X, Y rotation of a single motion platform 600 whereas the controlling and/or the measuring of the height (Z component) 610 may be done at the pneumatic actuators 612 of the motion platforms 600.
  • the gyroscope 608 may be connected to the slave MCU chicken 604b as an Inter-Integrated Circuit (I2C) and the solenoid controllers 614 used to facilitate control of the pneumatic actuators 612 may be connected to the MCUicillin 604b via general-purpose input/output (GPIO).
  • I2C Inter-Integrated Circuit
  • GPIO general-purpose input/output
  • the controlling may be arranged such that the master to slave controls the Z position and slave to master the X and Y positions of the motion platform ⁇ ) 600.

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  • User Interface Of Digital Computer (AREA)

Abstract

An exergaming arrangement comprising: a motion platform arrangement with a standing platform, connected to said standing platform and arranged to facilitate motion of said standing platform, motion sensing input means, a computing device functionally connected with said motion platform arrangement to facilitate actuation thereof said computing device being also connected with said motion sensing input device to acquire input, display means, a computer program code pertaining to a game or simulation, provided at the computing device and the gaming or simulation being graphically presented via the display means, wherein the computing device is further arranged to execute said computer program code, and implement actuation of the motion platform arrangement and standing platform thereof in accordance with the computer program code, and essentially simultaneously with the actuation, to collect user input from the motion sensing input device, which input is used as input for the game or simulation.

Description

EXERGAMING ARRANGEMENT AND METHOD THEREOF
FIELD OF THE INVENTION
Generally the present invention relates to exercising and gaming arrangements. Particularly, however not exclusively, the invention pertains to an arrangement for exergaming and enabling simultaneous multiplayer gaming and exercising thereof.
BACKGROUND
Physical culture and sports should be fun to do and generate experiences of success. The common guideline for the amount of physical activity per day is at least 1-2 hours of versatile and age appropriate exercising. Immobility in important stages of development cause health risks, underdeveloped motor skills including learning disabilities.
Today's young people have a need to experience new exercise devices and modalities. "Smart-age" devices have become widely known and used in young people's lives and they use a wide array of different media in plenty of different formats. Traditional exercise forms are in many cases not enticing enough anymore and therefore in order to increase physical activity in school and free time of especially young people, new models of move- ment must be found with the help of smart techniques.
Furthermore, many studies show that children and young people want to do some exercise together, but freely. Often, it may be also difficult to commit to a specific exercising or sports. Moreover, they look for physical activities via which they could improve themselves.
Many solutions pertaining to exergaming are known today and they range from physical input enabling console games to immersive virtual reality (VR) and artificial reality solutions (AR), all of which may incorporate additional workout devices or just the person's own bodyweight.
However, the current exergaming apparatuses are aimed at single-player or solo-workout settings. In some of the cases, the user may compete against an avatar via the gaming system but in many cases the competing avatar may not be a representation of a real person in addition to that the avatar is less engaging than an opponent at an arm's length as in most of the real-life sports settings.
Some of the prior art solutions relating to motion controllers comprise e.g. dance mats and the Wii remote. An example of a "controllerless" motion sensing input device is the Microsoft Xbox Kinect. Many other solutions for these exist but the aforementioned constitute some of the more well- established and known solutions that may also be applied to various purposes. However, neither of them engage the user physically in the sense that they don't provide any means of physical output from the run program. Further, none of said solutions allow the aforementioned in an in- situ multiplayer setting.
SUMMARY OF THE INVENTION
The objective of the embodiments of the present invention is to at least alleviate one or more of the aforementioned drawbacks evident in the prior art arrangements particularly in the context of exergaming arrangements. The objective is generally achieved with an arrangement and a method in accordance with the claims.
The primary advantage of the present invention is that it activates the user, i.e. a player/an exercising person, to engage with the game interactively and with actual physical movement. In other words, the user feels immersed in the experience as the game reacts to the user's movement and in return the game responds with simulation feedback that imitates the virtual environment of the game. Using the whole body as a game controller of sorts has been discussed in prior art and its usefulness for physically activating the player has also been observed and proven. However, the current invention has the additional benefit of simulate the user's virtual environment in real-life for providing a more strenuous and enticing gaming experience.
Another advantage of the present invention is that the invention allows both tracking of user mobility and controlling the user platform relative to the game environment and user movements. The current invention also has the benefit of having the capability to facilitate simultaneous exergaming of more than one players, which has the benefit of enticing people to engage in more strenuous exercising and gaming performances.
In accordance with one aspect of the present invention an exergaming arrangement comprising:
-a standing platform for a user,
-a motion platform arrangement connected to said standing platform and arranged to facilitate motion of said standing platform,
-sensing means for determining the orientation of the standing platform,
-motion sensing means arranged to track user on said platform,
-a computing device functionally connected with said motion platform arrangement to facilitate actuation thereof said computing device being also connected with said motion sensing means and standing platform orientation sensing means to acquire input,
-display means connected with the computing device, -a computer program code pertaining to a game or simulation, provided at the computing device and the gaming or simulation being graphically presented via the display means to the user, wherein the computing device is further arranged to execute said computer program code, and implement actuation of the motion platform arrangement and standing platform thereof in accordance with the computer program code, and essentially simultaneously with the actuation, to collect input from the motion sensing means and standing platform orientation sensing means, which input is used as input for the game or simulation.
According to an exemplary embodiment of the present invention the motion platform arrangement comprises a parallel manipulator arrangement, such as a Gough-Stewart platform, enabling six-degree-of-freedom motion.
According to an exemplary embodiment of the present invention the mo- tion sensing means comprise imaging based recognition means such as a camera device or Kinect controller, optionally utilizing natural user interface for tracking user gestures and motion.
According to an exemplary embodiment of the present invention the mo- tion sensing means comprise wearable motion recognition or controller means.
According to an exemplary embodiment of the present invention the arrangement comprises further sensing means for determining the orienta- tion of the motion platform arrangement and the standing platform thereof.
According to an exemplary embodiment of the present invention the computer program code comprises at least game program code and a computer program code for controlling the motion platform arrangement in accord- ance with the game program code.
According to an exemplary embodiment of the present invention the arrangement comprises a controller arrangement at or at least connected with the motion platform arrangement for facilitating control thereof.
According to an exemplary embodiment of the present invention the computing device comprises an external server or a cloud computing arrangement. In accordance with one aspect of the present invention an exergaming arrangement facilitating multiplayer exergaming comprising:
-at least two motion platform arrangements each having a standing platform for a user and arranged to facilitate motion of said platform,
-sensing means for determining the orientation of each standing platform, -motion sensing means arranged to track a plurality of users on their motion platform arrangements,
-a computing device functionally connected with said motion platform ar- rangements to facilitate individual actuation of each platform arrangement said computing device being also connected with said motion sensing means and standing platform orientation sensing means to acquire input,
-display means connected with the computing device,
-a computer program code pertaining to a game or simulation, provided at the computing device and the gaming or simulation being graphically presented via the display means to the users, wherein the computing device is further arranged to execute said computer program code, and implement actuation of each individual motion platform arrangement and standing platform thereof in accordance with the computer program code, and essentially simultaneously with the actuation, to collect input from the motion sensing means and standing platform ori- entation sensing means, which input is used as input for the game or simulation.
In accordance with one aspect of the present invention a method for facilitating exergaming comprising:
-running program code pertaining to a game or simulation,
-presenting virtual game environment to user, -collecting motion sensing input data pertaining to user movement and standing platform orientation data pertaining to standing platform orientation on a motion platform,
-moving avatar in said virtual game environment in accordance with said input data,
-determining game environment and avatar related game events in accordance with the avatar movement, -using said game events to control and reorient a motion platform (1 16),
-collecting motion sensing input data pertaining to user movement and platform orientation input data pertaining to standing platform orientation on a motion platform after the control and reorienting of the motion platform in accordance with the virtual environment and using said input data to control the avatar. The previously presented considerations concerning the various embodiments of the arrangement may be flexibly applied to the embodiments of the method mutatis mutandis and vice versa, as being appreciated by a skilled person. As briefly reviewed hereinbefore, the utility of the different aspects of the present invention arises from a plurality of issues depending on each particular embodiment.
The term "exemplary" refers herein to an example or example-like feature, not the sole or only preferable option.
The terms "user" and "player" are often used herein interchangeably as utilizing the device requires the user to play/execute a game or simulation program.
Different embodiments of the present invention are also disclosed in the attached dependent claims.
BRIEF DESCRIPTION OF THE RELATED DRAWINGS
Next, some exemplary embodiments of the present invention are reviewed more closely with reference to the attached drawings, wherein
Figure 1 is a diagrammatic illustration of some hardware aspects related to an embodiment of the arrangement in accordance with the present invention; Figure 2 illustrates some further hardware aspects and communications therebetween of an embodiment of the arrangement in accordance with the present invention; Figure 3 illustrates a diagrammatic representation of functionalities and data transfer therebetween of an embodiment of the arrangement in accordance with the present invention;
Figure 4 illustrates a diagrammatic representation of functionalities and data transfer therebetween of a multip layer embodiment of the arrangement in accordance with the present invention;
Figure 5 illustrates an embodiment of a single motion platform arrangement in accordance with the present invention;
Figures 6a and 6b illustrate some aspects of feasible facilitation of motion platform arrangement control in accordance with the present invention.
DETAILED DESCRIPTION OF THE EMBODIMENTS
Figure 1 is a diagrammatic illustration of some hardware aspects related to an embodiment the arrangement 100 in accordance with the present invention. The arrangement 100 comprises a computing device 102, which essentially comprises at least a processor 104 and memory 106. Display means 108 may be at least operationally connected to or comprised in the computing device 102, Some examples of a computing device 102 comprise a desktop computer with an external display or a tablet computer that includes a display. Further, the computing device 102 may comprise or be connected to buses and connectors 109, e.g. for connecting external devices, such as motion sensing means 1 14 to the computing device 102.
The arrangement comprises at least one processor 104 such as one or more microprocessors, micro-controllers, digital signal processors (DSPs), programmable logic chips, etc. The processor 104 is arranged to at least collect input data from the external input devices, such as from the motion sensing means 1 14, and to execute the program code to drive the game/simulation software, and to control the motion platform arrangement 1 16 in accordance with the computer program code.
The memory 106 preferably comprises at least the computer program code and it may be further used to store sensor data etc. from external input. The memory 106 may be divided between one or more physical memory chips or other memory elements. The memory 106 may further refer to and include other storage media such as a preferably detachable memory card, a floppy disc, a CD-ROM, or a fixed storage medium such as a hard drive. The memory 106 may be non-volatile, e.g. ROM, and/or volatile, e.g. RAM, by nature. Further, at least part of the arrangement memory functions may be facilitated at the cloud.
Display means 108 may comprise the display of a mobile device, tablet, desktop, laptop or such. The display may be external or integrated to the computing device 102. In some embodiments it is however preferred to utilize a bigger display 108 that may be viewed clearly by a plurality of users playing the same game or simulation. Therein a projected display, e.g. that of an external projector, or a widescreen display may be used. In some instances external wearable devices, such as AR and/or VR goggles may be used to produce the display to the user.
It is clear to a person skilled in the art that the display means discussed herein may incorporate interactive user interface (UI) and graphical user interface (GUI) means to allow for touch and/or touchless user control and input.
The exergaming arrangement 100 further comprises means to connect external sensors, such as motion sensing devices or motion controllers, and external devices, such as interface boards or dongles, to the computing device 102.
The motion sensing means 1 14 may comprise an integrated device, motion controller or a number of motion sensors implemented for motion sensing, for collecting data for motion detection purposes is used. The motion sensing means 1 14 may comprise a motion sensing input device for detecting and recognizing user movement and motions and for forming input such as such as game commands, in accordance with movement and/or gestures of one or more users. The motion sensing means 1 14 may comprise different means for motion capture, such as infrared (I ), optics, etc. An example of suitable motion sensing means is the Microsoft Kinect motion controller but many other imaging based sensing devices and cameras may al- so be used. Clearly, also a plurality of devices 1 14 may be used e.g. for establishing a plurality of different type (technique) of motion sensing simultaneously or for following a plurality of persons.
A controller 1 10 is preferably used for controlling the actuators 1 18 of the motion platform arrangement 1 16. The controller 1 10 may be connected to the computing device 102 as an external device, such as an individual controller, e.g. an Arduino microcontroller, or programmable logic inter- face,or it may be integrated in or executed at the computing device 102 optionally as part of an embedded system, such as at the computing device central processing unit (CPU). The controller may comprise a proportional-integral-derivative controller (PID controller). The controller 1 10 may be facilitated on the computing device 102 processor 104 via an adapter card or interface board or other such interface device. An example of the aforementioned would be a personal computer (PC) connected via Univer- sal Serial Bus (USB) to an interface board 1 1 1, such as the Velleman VN1 10 I/O interface board, and further via the interface board 1 1 1 to the valves of a motion platform arrangement 1 16 for facilitating control and the movement of the actuators 1 18 and the platform 120 thereof. One Velleman VM1 10 interface board 1 1 1 may be used to control the reciprocal movement of the two hydraulic or pneumatic cylinder actuators 1 18 by controlling their valves and to detect the position of the cylinders continuously. The control and position information of the cylinders may be transmitted via a USB to the processor 104 of the computing device 102 and, at the same time, the motion sensing information from the motion sensing means 1 14 is received, so that the computing program code 1 12 of the computing unit such as X-Sim Motion software can implement the actuation of the actuators 1 18 to position them and further to adjust the position of the standing platform 120. Cylinders thus move the platform 120. In addition to cylinders, electric servomotors may also be used for added strength to the actuation of the actuators 1 18 and therefore movement of the standing platform 120. The control of servomotors can also be implemented by the controller 1 10. As is commonly known, the arrangement may also utilize wires and/or wireless means for connecting different devices or components together, as suitable in light of the implementation and embodiment. The computing device 102 preferably comprises a terminal device, such as a desktop or laptop device. In the limitations of computing power, the computing device 102 could also comprise or constitute a mobile device. E.g. for cloud based implementations the computing device 102 may comprise or be facilitated in a cloud, wherein the hardware parts are facili- tated on an external server or a network of servers as is known in the art.
A computer program code 1 12 is preferably situated at the computing device 102, which computer program code comprises at least a game program that is displayed to the users via the display means 108. The game program is preferably run on the computing device 102 and input is taken at least from the motion sensing means 1 14, which may comprise input one or more motion sensing devices. Other controllers and commands thereof may be used e.g. for navigating through game options, settings, etc. Some examples of suitable games include football/soccer, hockey, skateboarding, boxing, heptathlon and other track and field sports, floor- ball, cross training, snowball fighting, sled hockey, rock climbing, snow- boarding, body pump, parkour, tricking, skooting, freegym, beach volleyball, etc. Further, the game mode preferably comprises multiplayer mode and avatars for each user, which are in themselves well-known in the prior art. The game programs may be also chosen such that certain types of exercising techniques and forms are achieved by playing them. The computer program code 1 12 comprises also a software program for collecting and utilizing input from motion sensing means 1 14, which collecting and utilizing input are done at the computing device 102. The computer program code 1 12 may be based on a suitable game engine, such as the Unity game engine. However, other engines and game software may be utilized.
The memory 106 further comprises program code to control the at least one motion platform arrangements 1 16 in relation to the game environ- ment and events. The program code for controlling the motion platform arrangement 1 16 converts the running game program of the computer program code 1 12 into valve control of the motion platform arrangement 1 16 to control and alter positions of the actuators 1 18. The program code pref- erably at least controls the movement of the actuators 1 18 by controlling the cylinders and reading their positions from position sensors at the actuators 1 18. An example of such suitable software for controlling the actuators 1 18 is the X-Sim Motion software. The arrangement may further be connected with an external entity, such as a remote server or cloud. Therein software updates, remote control, data processing, data storage, etc., may be facilitated at an external entity. At least part of the computing device 102 functions, such as the processor 104 and memory 106 functions may be situated or facilitated at the cloud.
Figure 2 illustrates some further hardware aspects and data transfer therebetween of an embodiment of the arrangement in accordance with the present invention. In this embodiment a Microsoft Kinect controller 214 is used for motion sensing and input of a user on the motion platform. The Microsoft Kinect controller 214 is coupled to a general purpose computer 202 via suitable interface means 209 such as a USB hub allowing the computer 202 and Microsoft Kinect controller 214 to be connected and both the devices to be situated sufficiently apart if needed.
Further, a single motion platform arrangement 216 is connected via the USB hub 209 is to the computer 202, the single motion platform arrangement 216 having controlling and actuation arrangement therein to imple- ment actuation of the motion platform arrangement 216. The controller 210 functionalities may be facilitated by an Arduino microcontroller. The controller 210 is connected via a motor driver card 21 1 to control a motor 217, such as an electric motor. Further, the motor 217 is used to drive a number of actuators 218 of the electric, pneumatic or hydraulic system, such as a linear actuator(s) of a parallel manipulator.
Sensing means 213, such as one or more sensors, such as at least one gyroscope , are utilized to determine the orientation of the motion platform arrangement. In this embodiment, the gyroscope sensor or encoder is used for sensing the orientation of the standing platform of the motion platform arrangement 216. The sensing means 213 may comprise a dedicated device, chip or microchip packaged MEMS or other such gyroscope known in the art. The sensing means 213 may be integrated with the controller 210 or integrated to the motion platform arrangement 216 or otherwise arranged therewith, such as attached to the standing platform of the motion platform 216. Via the combination of the sensing means 213 and the controller 210 dedicated to control the motion platform arrangement 216 the control may be facilitated by means, which is enable recognition of orientation of the motion platform in accordance to which control may be directed. Further, a PID controller arrangement may be facilitated since the controller may collect feedback of actuation via the sensing means. Additionally or optionally the sensing means 213 may be also utilized for giving game control input. For example, the user movement on the platform may be sensed by the sensing means 213, which may be used with the Microsoft Kinect controller 214 tracking of the user movement on the motion platform arrangement to improve the accuracy of user motion recognition and input correspondingly. The standing platform of the motion platform arrangement 216 can be tilted substantially (e.g. eight degrees) when the user moves their weight to different sides of the stand standing platform, whereby the gyroscope reads the tilt angle of the stand- ingt platform and sends it to the computer 202.
Alternatively, the sensing means 213 may comprise a linear sensor that are arranged at the actuators 218 to determine the orientation of the standing platform. However, this arrangement requires that the orientation of the standing platform may be determined from the positions of the actuators 218.
Figure 3 illustrates a diagrammatic representation of functionalities and data transfer therebetween of an embodiment of the arrangement in accordance with the present invention.
At 302, the player input is given by a user. A user may move their avatar in the game and displayed on the screen by balancing, inclining, circular motion, etc., on top of the platform. Other input may comprise navigating the game menus, settings, etc.
At 304, the user movement is recognized and encoded into actual program input. As mentioned hereinbefore, the user movement may be recognized by various motion sensing means such as imaging based recognition based on user movement and gestures on a natural user interface. Clearly, the user movement may be also recognized via user wearable sensing or otherwise "mobile" motion sensing such as remotes or controller of the like known from the gaming art being worn or held by the user.
At 306, the motion platform arrangement orientation or a particular part thereof, such as the standing platform orientation, is recognized by an encoder or a sensor and required processing means thereof, such as by using a gyroscope attached to the standing platform optionally coupled to processing means thereof.
The data via the sensing means at 304 and 306 is then input to the game engine 307.
At 308, the game program processes the information to actuate movement of the gaming avatar at 310 and to actuate the movement of the motion platform arrangement at 312. The standing platform is actuated by the motion platform arrangement in accordance with the game events processed at the game program. For example, in a rafting game the motion platform imitates the motion of waves and the game avatar moves consequently in the virtual environment of the game. In another example, when playing a downhill skiing game the play- er can dodge incoming obstacles by squatting down or jumping in addition to which the player may also use their hands to collect and or block different objects in the game, which avatar interaction in the virtual environment may be translated into actuation of the motion platform to sufficiently mimic the gaming environment actions and events to be experienced by the user via the movement of the motion platform arrangement. Figure 4 illustrates a diagrammatic representation of functionalities and data transfer therebetween of a multiplayer embodiment of the arrangement in accordance with the present invention. Multiple players 402a, 402b, 402c, 402d can play at the same time with each other. Every player 402 has their own avatar they can choose. Each player 402a, 402b, 402c, 402d also has their own motion platform arrangement where they can move and play the game 408. The plurality of motion platform arrangements may be connected to a single computing device facilitating the game and motion of the motion platform arrangements.
The users 402a, 402b, 402c, 402d may be represented with game avatars and environment in the game virtual environment, which change and react to each user's 402a, 402b, 402c, 402d movement on their platforms as sensed with the at least one imaging means 404 for motion tracking, such as a Microsoft Kinect camera. Orientation sensing means 406a, 406b, 406c, 406d of each motion platform arrangement are also used to recognize each individual standing platform' sorientation. The motion and orien- tation sensing means are used as an input for the game engine 407, which input functions as commands to move the avatar in the virtual environment 410.
The changes in the game environment in accordance with each user's 402a, 402b, 402c, 402d avatar's actions and events in the game 408 are then translated into output as the movement of each corresponding motion platform arrangement 412 so that each motion platform arrangement is controlled respective to their user and that user's 402a, 402b, 402c, 402d actions and events in the game 408. Hence each user 402a, 402b, 402c, 402d will be able to compete each other but also get physical motion from their respective motion platforms in accordance with their particular avatar's position and movement in the game 408.
Figure 5 illustrates an embodiment of a single motion platform arrange - ment 504 in accordance with the present invention.
The motion platform arrangement 504 provides a xyz-movement for the standing platform 502 and user. The motion platform arrangement 504 comprises preferably a linear manipulator arrangement that supports a standing platform 502 thereon. The motion platform arrangement 504 together with the standing platform 502 constitutes a simulation platform for a user wherein the simulation movement follows the game that is present- ed to the user. The motion platform arrangement may optionally comprise parallel manipulators, which may be attached in pairs to constitute a Gough- Stewart platform. Therein, individual actuators of the manipulator arrangement may comprise prismatic actuators. The motion platform arrangement 504 may comprise a separate tilting mechanism of the standing platform 502. Therein the actuators of the motion platform arrangement 504 may be arranged to operate separately from the tilting mechanism. Thus, the standing platform 502 is able to give the user impulses at the same time as the player tends to tilt the platform with their own weight.
As discussed hereinbefore, the computing device comprising at least the game program components may be connected to motion platform arrangement 504 controller means at the motion platform arrangement 504 or at the computing device. The motion platform controller means are used to control the electric motor(s) or valve(s) of the actuators to produce movement of the end effector, such as the standing platform.
In one embodiment the motion platform arrangement 504 comprises one 6 DOF manipulator arrangement comprising six pieces of double-acting hydraulic cylinders, six cylinder valve blocks, six linear position sensors and six control valves, which control valves may be located in the middle of the unit at the controller means for the manipulator arrangement. The standing platform 502 comprises a place for the user to stand on. It may constitute steel or such suitable material, which is stiff enough to withstand standing and angular forces from carrying the user-weight and tilting the standing platform with the actuators. It may also comprise overlays, such as an elastic coating or mat.
A plurality of motion platform arrangements 504 may also be arranged to facilitate in-situ multiplayer gaming. Therein individual motion platform arrangements 504 are situated essentially at the same level and adjacent to each other. The motion platform arrangements 504 may be placed on a platform that may further be fixed to an enclosure surrounding the motion platform arrangements 504 from the sides. The motion sensing means may be placed at suitable position in relation to the users/players on the platforms. The computing device may be situated as a separate device, such as a laptop or desktop being used as a host computer separate of the motion platforms. The computing device may be optionally facilitated via communication and/or processing means, such as via a laptop or desktop device, at a cloud. The game that is being played is displayed preferably in front of the users on a sufficiently sized display or as a wall projection. In some instances the users may wear VR/A equipment, such as goggles, glasses, etc, for implementing individual display means for each user.
An example of feasible size for the whole multiplayer floor comprising a plurality of individual motion platform arrangements 504 and standing platforms 502 thereof is some 4-10 square meters, which may facilitate up to nine individual motion platform arrangements 504 and standing plat- forms 502 for multiplaying. However, clearly the whole exergaming arrangement may be scaled bigger or smaller as needed.
Figures 6a and 6b illustrate some aspects of feasible facilitation of motion platform arrangement control in accordance with the present invention.
In figure 6a a motion platform arrangement 600 controller 601 comprises a master MCU Arduino 604a and XBee module 606, which are connected to the computing device 602 via a USB means. The MCU Arduino 604a and XBee module 606 may interface via Serial Peripheral Interface (SPI) bus. XBee modules 606 allow for wireless connection, among other things, between the host MCU Arduino 604a in the controller 601 of the motion platform arrangement 600, and the slave MCU Arduino of the motion platfrom arrangement 600. In figure 6b a plurality of single motion platforms may be controlled via similar arrangement as in the figure 6a. Herein gyroscope(s) 608 may be used to measure X, Y rotation of a single motion platform 600 whereas the controlling and/or the measuring of the height (Z component) 610 may be done at the pneumatic actuators 612 of the motion platforms 600. The gyroscope 608 may be connected to the slave MCU Arduino 604b as an Inter-Integrated Circuit (I2C) and the solenoid controllers 614 used to facilitate control of the pneumatic actuators 612 may be connected to the MCU Arduino 604b via general-purpose input/output (GPIO).
The controlling may be arranged such that the master to slave controls the Z position and slave to master the X and Y positions of the motion platform^) 600.
The scope of the invention is determined by the attached claims together with the equivalents thereof. The skilled persons will again appreciate the fact that the disclosed embodiments were constructed for illustrative purposes only, and the innovative fulcrum reviewed herein will cover further embodiments, embodiment combinations, variations and equivalents that better suit each particular use case of the invention.

Claims

1. An exergaming arrangement (100) comprising: -a standing platform (120) for a user,
-a motion platform arrangement (1 16) connected to said standing platform (120) and arranged to facilitate motion of said standing platform (120), -sensing means (213) for determining the orientation of the standing platform,
-motion sensing means (1 14) arranged to track user on said platform (502),
-a computing device (102) functionally connected with said motion platform arrangement (1 16) to facilitate actuation thereof said computing device (102) being also connected with said motion sensing means (1 14) and standing platform orientation sensing means (213) to acquire input,
-display means (108) connected with the computing device (102),
-a computer program code (1 12) pertaining to a game or simulation, provided at the computing device (102) and the gaming or simulation being graphically presented via the display means (108) to the user, wherein the computing device (102) is further arranged to execute said computer program code (1 12), and implement actuation of the motion platform arrangement (1 16) and standing platform (120) thereof in ac- cordance with the computer program code (1 12), and essentially simultaneously with the actuation, to collect input from the motion sensing means (1 14) and standing platform orientation sensing means (213), which input is used as control input for the game or simulation.
2. The arrangement according to claim 1, wherein the motion platform arrangement (1 16) comprises a parallel manipulator arrangement, such as a Gough-Stewart platform, enabling six-degree-of-freedom motion.
3. The arrangement according to any preceding claim, wherein motion sensing means (1 14) comprise imaging based recognition means such as a camera device or Microsoft Kinect controller, optionally utilizing natural user interface for tracking user gestures and motion.
4. The arrangement according to any preceding claim, wherein motion sensing means (1 14) comprise wearable motion recognition or controller means.
5. The arrangement according to any preceding claim, wherein the computer program code (1 12) comprises at least game program code and a computer program code for controlling the motion platform arrangement (1 16) in accordance with the game program code.
6. The arrangement according to any preceding claim, further comprising a controller arrangement at or at least connected with the motion platform arrangement (1 16) for facilitating control thereof.
7. The arrangement according to any preceding claim, wherein the computing device (102) comprises an external server or a cloud computing arrangement.
8. An exergaming arrangement facilitating multiplayer exergaming comprising:
-at least two motion platform arrangements (1 16) each having a standing platform (120) for a user and arranged to facilitate motion of said platform, -sensing means (213) for determining the orientation of each standing platform (120),
-motion sensing means (1 14) arranged to track a plurality of users on their motion platform arrangements (1 16),
-a computing device (102) functionally connected with said motion platform arrangements (1 16) to facilitate individual actuation of each motion platform arrangement (1 16) said computing device (102) being also con- nected with said motion sensing means (1 14) and standing platform orientation sensing means (213) to acquire input,
-display means (108) connected with the computing device (102),
-a computer program code (1 12) pertaining to a game or simulation, provided at the computing device (102) and the gaming or simulation being graphically presented via the display means (108) to the users, wherein the computing device (102) is further arranged to execute said computer program code (1 12), and implement actuation of each individual motion platform arrangement (1 16) and standing platform (120) thereof in accordance with the computer program code (1 12), and essentially simultaneously with the actuation, to collect input from the motion sensing means (1 14) and standing platform orientation sensing means (213), which input is used as input for the game or simulation.
9. A method for facilitating exergaming comprising: -running program code (1 12) pertaining to a game or simulation,
-presenting virtual game environment to user,
-collecting motion sensing input data pertaining to user movement and standing platform orientation data pertaining to standing platform orientation on a motion platform,
-moving avatar in said virtual game environment in accordance with said input data,
-determining game environment and avatar related game events in accordance with the avatar movement,
-using said game events to control and reorient a motion platform (1 16),
-collecting motion sensing input data pertaining to user movement and platform orientation input data pertaining to standing platform orientation on a motion platform after the control and reorienting of the motion plat- form in accordance with the virtual environment and using said input data to control the avatar.
10. A computer program product embodied in a non-transitory comput- er readable carrier or distribution medium, comprising computer code that, when run on a computer, cause the computer to execute the method items of claim 9.
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