WO2023272403A1 - Kinesiological exercise system, methodology and programmes in virtual and mixed reality environments, including associated kit and devices - Google Patents

Kinesiological exercise system, methodology and programmes in virtual and mixed reality environments, including associated kit and devices Download PDF

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Publication number
WO2023272403A1
WO2023272403A1 PCT/CL2021/050059 CL2021050059W WO2023272403A1 WO 2023272403 A1 WO2023272403 A1 WO 2023272403A1 CL 2021050059 W CL2021050059 W CL 2021050059W WO 2023272403 A1 WO2023272403 A1 WO 2023272403A1
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user
program
kinesiological
methodology
exercises
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PCT/CL2021/050059
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Spanish (es)
French (fr)
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Cristián Andrés CORTÉS FERNÁNDEZ
Beatriz Romina ISLER MUÑOZ
Carlos Alberto NEIRA CARMONA
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Exponential Digital Health Spa
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Priority to PCT/CL2021/050059 priority Critical patent/WO2023272403A1/en
Publication of WO2023272403A1 publication Critical patent/WO2023272403A1/en

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    • GPHYSICS
    • G03PHOTOGRAPHY; CINEMATOGRAPHY; ANALOGOUS TECHNIQUES USING WAVES OTHER THAN OPTICAL WAVES; ELECTROGRAPHY; HOLOGRAPHY
    • G03HHOLOGRAPHIC PROCESSES OR APPARATUS
    • G03H1/00Holographic processes or apparatus using light, infrared or ultraviolet waves for obtaining holograms or for obtaining an image from them; Details peculiar thereto
    • G03H1/26Processes or apparatus specially adapted to produce multiple sub- holograms or to obtain images from them, e.g. multicolour technique
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics

Definitions

  • the present invention relates to the field of distance training and human health, especially in the field of kinesiology, physical conditioning, and occupational therapies.
  • the proposed invention corresponds to a system of virtual, comprehensive and functional kinesiological therapies and exercises in prevention, treatment and rehabilitation, to be performed remotely by the user and comprising: i) a kit; ii) a proprietary database of exercises; iii) a learning method; learning programs and iv) a virtual platform that allows the user to access the database, through the kit devices and the learning methodology.
  • the functional exercises are developed in such a way as to strengthen the weakened musculature, elongate the muscles that are contracted or shortened and increase joint mobility, focusing on those habitual movements performed by the human being (such as: walking, jumping, running, raising legs and arms, diagonal movements) in their daily activities (such as: dressing, moving from one side to another, going up/down stairs, picking up/reaching objects, etc.).
  • the interaction between the user and the virtual objects, through mixed reality (which combines virtual reality with augmented reality to facilitate the interaction between the software, the exercise database, the virtual therapist through the mobile device, and the user) through of gamification, allows the user to exercise in a comprehensive way, different types of exercises aimed at preventing, treating and even rehabilitating the musculature in a systemic and safe way.
  • mixed reality which combines virtual reality with augmented reality to facilitate the interaction between the software, the exercise database, the virtual therapist through the mobile device, and the user
  • gamification allows the user to exercise in a comprehensive way, different types of exercises aimed at preventing, treating and even rehabilitating the musculature in a systemic and safe way.
  • the gamification strategy contained in the invention comprises a script spoken by the virtual therapist, in which instructions are given on how to perform the exercise and use the pointer on the viewer to complete the necessary actions related to the exercise, together with the visualization of the exercise in a section of the viewer, carried out by the virtual therapist himself, and including nutrition advice, posture correction.
  • a corresponding virtual object for example, aquatic animals, fruits or vegetables
  • the pointer includes a stage of final interaction with a playful activity in the form of a challenge (for example, defeating a "boss" in each session), applying the exercises of the session to meet the associated objective for a certain time (for example, 30 seconds).
  • This strategy includes a script to guide the session, which includes the delivery of information related to the stories and/or elements of each story to the user (for example, information on the properties and uses of food in the regular program, or ok, information on aquatic animals in the aquatic therapy program).
  • the kit of the present invention comprises at least one mixed reality lens.
  • the kit further comprises a waterproof protector, a waterproof wireless headset, a proprietary float, and biodegradable transportable packaging (Fig. 1).
  • the proprietary database comprises at least 200 previously designed original kinesiological exercises, where at least 100 of these exercises correspond to dedicated kinesiological exercises for aquatic therapy.
  • the learning methodology includes: i) Downloading the mobile application (of the learning program), ii) creating a user account, entering an email and a password on the web platform of the virtual therapy and exercises system, iii) purchase the appropriate virtual therapy and exercise system kit, iv) adapt the mobile application to the user's own mobile device for proper reproduction of content and corresponding use with the kit purchased through a QR code, iv) stage of preparation of the session, based on the requirements and corresponding instructions of each program, v) stage of selecting the objectives of the session, vi) stage of carrying out the session applying a digitized exercise methodology in a software, and finally vii) stage evaluation and follow-up of the session.
  • the mobile application corresponds to the mobile application of the program that the user wishes to use, which can be chosen from the list that includes: regular kinesiological program (Kaibaz) and kinesiological program for aquatic therapies (Kaenz); where the associated kit for the regular program comprises at least one mixed reality lens, and where the associated kit for the aquatic therapy program comprises at least one mixed reality lens, a waterproof lens protector for mixed reality, a waterproof wireless headset, at least one proprietary float, and transportable packaging biodegradable; and where, in addition, the QR code is associated with each kit and/or available for each respective program on the web platform.
  • regular kinesiological program Kaibaz
  • Kaenz kinesiological program for aquatic therapies
  • the preparation stage of the session corresponding to the regular kinesiological program includes minimum requirements and instructions, where the requirements correspond to the minimum conditions that the user needs for the optimal performance of the session, including the following: the user must be in comfortable clothes and slippers, to exercise in a large and unobstructed place at home, and the user can also use any headset or listen directly from the cell phone's speakers; and where the instructions are as follows: 1) Click on the logo of the application of the regular kinesiological program; 2) insert the smartphone with the front camera facing forward into the viewfinder of the mixed reality lens; 3) login to the platform associated with the regular kinesiological program.
  • the preparation stage of the session corresponding to the kinesiological program for aquatic therapies includes minimum requirements and instructions, where the requirements correspond to the minimum conditions that the user needs for the optimal performance of the session, including the following: the user must being in a swimming pool, with his bathing suit and putting the "Belt" on his waist; ; and where the instructions are as follows: 1) pair the wireless headset of the kit with the user's mobile device; 2) click on the logo of the application associated with the kinesiological program for aquatic therapies; 3) insert the mobile device in the waterproof protector and with the front camera facing forward in the viewfinder of the mixed reality lens; 4) log in to the platform associated with the kinesiological program for aquatic therapies.
  • the user then chooses his option through a pointer that will appear on the viewer, for which he only has to move his head in the direction to the chosen selection and stay for at least a few seconds in the option to choose, completing a circle around the chosen option, as confirmation of the choice.
  • the stage of selecting the objectives for the kinesiological program for aquatic therapies includes the following format: when you start the corresponding session, different animals that you must save will appear on your viewer, as part of the exercise dynamics of the corresponding training session. chosen exercises. Then, three blue rectangles will appear in their environment corresponding to the three options available to the user, who must choose based on their objective(s) and duration, including: 1) Improve Health ( ⁇ 15 minutes); 2) Eliminate Pain ( ⁇ 25 minutes) or 3) Reduce Fat ( ⁇ 45 minutes). The user then chooses his option through a pointer that will appear on the viewer, for which he only has to move his head in the direction of the chosen selection and stay for at least a few seconds in the option to choose, completing a circle around the chosen option. , as confirmation of the choice.
  • the realization stage includes a methodology of exercises digitized in a software, based on: Clinical Reasoning; Physical Exercise Prescription (Frequency, Intensity, Time, Type and Density); Training Principles (Specificity and/or Individuality, Overcompensation and/or Overload, Adaptation and/or Accommodation, Progression and/or Periodization, Variability and/or Balance, Recovery, Reversibility and Fun) and Physical Principles of water in the case of Kaenz (Hydrostatic, Hydrodynamic and Hydrokinetic), divided into 4 phases: a) Pre-heating; b) Aerobic Training; c) High Intensity Interval Training or High-Intensity Interval Training (HIT); and d) Return to Calm; based on all of which will appear the different exercises for each user, belonging to the database of each program, present on the platform.
  • Clinical Reasoning Physical Exercise Prescription (Frequency, Intensity, Time, Type and Density); Training Principles (Specificity and/or Individuality, Overcom
  • the evaluation stage includes a parameter for evaluating the performance of exercises in each program, called "Evaluation of the Net Promoter Score (NPS) Indicator", where said parameter is used to evaluate the following elements used in measurement: loyalty, satisfaction user and goal achievement; where said achievement refers to whether the objective chosen at the beginning of the session was achieved, through three faces that appear in the viewer in order to train in this way to an algorithm that determines the exercises that should appear, where the algorithm will select the corresponding exercises based on the following elements: program selected by the user; target selected by the user; number of sessions performed by the user; phase of the training in which the user is, NPS of the user and health condition of the user, where the health condition of the user will be obtained from the information declared by the user himself in his personal account created on the platform.
  • NPS Net Promoter Score
  • the follow-up stage includes elements of contact between users and professional virtual therapists of the platform, including means of communication via Social Networks and digital media inside and outside the platform, to answer questions, educate them and nurture them with specific content sent directly to the means of contact indicated by the user in their personal accounts.
  • the appearance of the corresponding exercises varies according to each user and each parameter chosen by the user, including the following: i) According to the aquatic or terrestrial modality; ii) according to the purpose of the user; iii) according to the number of sessions carried out; iv) according to the training phase, v) according to the NPS and health condition of the person; where the viewer shows a circle in the upper right edge with the virtual therapist performing a specific exercise with his name, logo and indicating to the user how to do it aurally with their respective corrections, using the software as means of inputting information associated, the sensors of the mobile device including: Cameras, gyroscope, accelerometer, GPS and any other sensor of the device that allows information from the user and/or his environment to be delivered to the software that manages the contents of each program on the platform and user interface.
  • the exercises are original, designed from scratch and owners of the database of the platform of the invention, where they can be selected from a list that includes at least 100 exercises created specifically to be used in the regular kinesiological program and at least 100 created specifically to be used in the kinesiological program for aquatic therapies, comprising a database of at least 200 original personalized exercises proprietary to the platform of the invention.
  • the exercises specifically created to be used in the regular kinesiological program are named after a fruit or vegetable.
  • a fruit or vegetable which can be selected from the list comprising: Apple, Pumpkin, Squash, Carrot, Cabbage, Watermelon, Pear, Bell Pepper, Orange, Lemon, Broccoli, Lettuce, Corn, Spring Onion, Potato, Mushroom, Cucumber, Tomato, Coconut, Peach, Banana, Mango, Plum, Grape, Egg, Strawberry, Kiwi, Garlic, Radish, and any other corresponding fruit or vegetable name, where the user must perform the functional exercises without having to move from their original position, and in where later and virtually an element in the shape of the fruit or vegetable corresponding to the exercise will appear in your environment, to "eat” them with the pointer, also providing the user with relevant information about said foods, as a complement to the exercise; and where in addition, at the end of the session, an overcoming element is incorporated that includes "defeating" a virtual enemy and his minions, where the virtual enemy corresponds to
  • the exercises created specifically to be used in the aquatic kinesiology program have the name of a marine animal that can be selected from the list that includes: BlowFish, BlueWhale, Crab, Crocodile, Dolphin, Eel, Fish, Hammer Head Shark, Jellyfish, KillerWhale, Lobster, Lucerne, Octopus, Oyster, Penguin, Sardine, SeaHorse, Vietnamesemp, Squid, Stingrey, Sunfish, Swordfish, Turtle, Whale, WolfFish, and any other applicable marine animal names , where the user must carry out the functional exercises without having to move from their original position, where the user must move around the pool, imitating their movement and where later an element in the shape of the animal will appear virtually in their environment corresponding to the exercise to "save" it with the pointer, where in addition to saving it, the user is given relevant information about each u not of said animals; and where in addition, in the last part of the session there will appear an element at the end
  • the realization of the session also includes instances within each session, for the delivery to the user of advice and recommendation made directly by the virtual therapists through the platform, software and user interface corresponding to each program, including: recommendations regarding the adequate or optimal performance of each exercise, corrections, nutritional advice and recommendations to maintain a healthier lifestyle.
  • the invention includes machine learning algorithms such as a recommendation engine that indicates which exercises should be prescribed, according to the objective, patient condition and data collected from the sessions and smartphone, where the information obtained from the sensors of the smartphone (camera, accelerometer, gyroscope and GPS), serve to give indications, feedback and correct the user's performance when carrying out the exercise methodology developed, in the different programs of the platform, feeding the machine learning algorithms, for optimal experience and better health results in a safe way for the user, reducing the probability of injuring the user/patient through the personalized recommendation of exercises to the user, where both the requirements, objectives and health conditions of the user are considered, in order to incorporate the exercises required for the selected objective, at the same time as discard those exercises that could be harmful to the user, based on the information entered by the user in their file/account.
  • machine learning algorithms such as a recommendation engine that indicates which exercises should be prescribed, according to the objective, patient condition and data collected from the sessions and smartphone, where the information obtained from the sensors of the smartphone (camera, accelerometer, gyroscope
  • the data that feed the Machine Learning model and algorithm are the following: Sex, health data (diseases), age, level of physical activity, objective (eliminate pain, burn fat or improve health), routine time, number of sessions, NPS of sessions previously performed and data from smartphone sensors.
  • the virtual platform comprises a user account system, at least one QR code, and at least one graphic interface to access the platform's content through a mobile device.
  • the learning programs comprise an arrangement of different types of exercises for the user in specific contexts, where the programs can be chosen from the list that includes: regular kinesiology program (Kaibaz) and kinesiology program for aquatic therapies (Kaenz).
  • Example 1 Stages of the general methodology of the invention (FIG 2). a) Buy the Kit on the website, b) Download the Kaenz or Kaibaz App, depending on the type and operating system of your smartphone, c) Register an account with your email and password, d) Adapt the App according to the size of the smartphone screen, using a QR code, e) Enter the App language, name, sex, health data, age and level of physical activity, f) Prepare the session with appropriate clothing , equipment and kit, g) Choose the objective and duration of the session, h) Routine generation according to the Machine Learning model and algorithm developed, i) Carry out Methodology according to Clinical Reasoning; Physical Exercise Prescription; Principles of Training and Physical Principles of water in the case of the aquatic therapy program, j) Go through 4 Phases: 1) Pre-warming. 2) Aerobic Training. 3) High Intensity Interval Training or High Intensity Interval Training (HIT) and 4) Cool Down, k) Virtual Therapist motivates, gives advice, tells jokes
  • Example 4 Example of use of the platform and application.
  • Kaenz (Fig 1): Mixed reality lens with a waterproof protector to place your smartphone in the viewfinder; IPX7 waterproof bluetooth wireless headset (Resistant to sweating, rain and immersion); Kaenz Belt, eva rubber float (It is not necessary to know how to swim) and Transportable packaging with ecodesign, without waste and friendly to the environment.
  • Kaenz (Fig 1): Mixed reality lens with a waterproof protector to place your smartphone in the viewfinder; IPX7 waterproof bluetooth wireless headset (Resistant to sweating, rain and immersion); Kaenz Belt, eva rubber float (It is not necessary to know how to swim) and Transportable packaging with ecodesign, without waste and friendly to the environment.
  • Kaibaz Mixed reality lens to place your smartphone on the viewer. For a dollar value with free international shipping, directly to your home, on the website https://www.kaibaz.com/
  • Virtual Aquatic Therapist For clients who have a residential pool, they must be in a bathing suit, put the Belt on their waist; pair the wireless headset with your cell phone; click on the Kaenz App logo; insert the smartphone in the waterproof protector and with the front camera facing forward in the viewfinder of the mixed reality lens.
  • Virtual Physical Therapist Kaibaz: Clients must be in comfortable clothes and slippers, to exercise in a large and unobstructed place at home. You can use any headset or listen directly from the phone's speakers; click on the Kaibaz App logo; Introduce the smartphone with the front camera facing forward into the viewfinder of the mixed reality lens.
  • Exercises that appear: According to the aquatic or terrestrial modality; client objective; number of sessions carried out; training phase, NPS and health condition of the person, the viewer shows a circle in the upper right edge with the virtual therapist performing a specific exercise with their name, logo and indicating how to perform it aurally with their respective corrections. Taking as inputs the smartphone sensors (Camera, gyroscope, accelerometer and GPS). We have created and digitized 100 functional exercises for Kaenz and Kaibaz respectively.
  • FIG. 1 Representative sequential diagram of the methodology of the invention.
  • Figure 3 Graphic representation of the embodiment of the invention, regarding the kinesiological program for aquatic therapy.
  • Figure 4 Graphic representation of the embodiment of the invention, with respect to the regular kinesiological program.

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Abstract

The present invention relates to a system of virtual, integral and functional kinesiological exercise therapies and programmes for use in prevention, treatment and rehabilitation and which can be performed by users anywhere, by using a mobile device connected to a virtual reality device with specific features, said system being based on virtual reality and augmented reality and related methods and devices.

Description

SISTEMA, METODOLOGÍA Y PROGRAMAS DE EJERCICIOS KINESIOLÓGICOS EN ENTORNOS VIRTUALES Y DE REALIDAD MIXTA, INCLUYENDO KIT Y DISPOSITIVOS SYSTEM, METHODOLOGY AND PROGRAMS OF KINESIOLOGICAL EXERCISES IN VIRTUAL ENVIRONMENTS AND MIXED REALITY, INCLUDING KITS AND DEVICES
ASOCIADOS ASSOCIATES
CAMPO DE LA INVENCIÓN FIELD OF THE INVENTION
La presente invención se relaciona con el campo de la capacitación a distancia y salud humana, especialmente en el ámbito de la kinesiología, acondicionamiento físico, y terapias ocupacionales. The present invention relates to the field of distance training and human health, especially in the field of kinesiology, physical conditioning, and occupational therapies.
ESTADO DE LA TÉCNICA STATE OF THE ART
En general, el concepto del uso de realidad virtual en el contexto de terapias o salud en el ser humano, es conocido desde 1996 como herramienta educacional (1), por ejemplo, para "crear" moléculas de agua en un ambiente virtual por un grupo de estudiantes, y con más fuerza a partir de 2015 en donde ya se podía predecir la utilidad de un entorno virtual en la enseñanza y, eventualmente, su impacto/aplicación en la salud humana (2, 3, 4) incluyendo, por ejemplo, programas para "nadar con delfines" en realidad virtual para ayudar a personas discapacitadas (5). En particular, el uso de entornos de realidad virtual enfocados en la salud humana, son conocidos y están principalmente relacionados con el tratamiento o terapias respecto de salud mental (6, Z) incluyendo diversos artículos científicos al respecto (8, 9, 10, ü). En este contexto, existen al menos dos compañías principalmente enfocadas en este tipo de terapias, entre las que se encuentran "Psious" v "virtuallv better". reconocidas en varios artículos y estudios relacionados a este tema. Adicionalmente, el sitio web de una compañía llamada "Virtual Realitv therapies" ofrece hidroterapia utilizando VR, estrechamente relacionado al concepto antes mencionado sobre terapias para personas discapacitadas y nado con "delfines virtuales". Sin embargo, si bien hasta ahora el concepto más fuerte en aplicaciones de realidad virtual en salud humana, mayoritariamente han estado enfocadas en tratamientos en el ámbito de salud mental y fobias (12, 13, 14, 15, 16, 17), un artículo reciente (Oct 13, 2020) menciona una compañía que pretende mejorar la recuperación de pacientes en terapia física mediante realidad virtual (18, 19, 20). In general, the concept of using virtual reality in the context of therapies or human health has been known since 1996 as an educational tool (1), for example, to "create" water molecules in a virtual environment by a group of students, and more strongly from 2015 where the usefulness of a virtual environment in teaching could already be predicted and, eventually, its impact/application on human health (2, 3, 4) including, for example, programs to "swim with dolphins" in virtual reality to help disabled people (5). In particular, the use of virtual reality environments focused on human health are known and are mainly related to mental health treatment or therapies (6, Z) including various scientific articles on the matter (8, 9, 10, ü ). In this context, there are at least two companies mainly focused on this type of therapy, among which are "Psious" and "virtuallv better". recognized in several articles and studies related to this topic. Additionally, the website of a company called "Virtual Realitv therapies" offers hydrotherapy using VR, closely related to the aforementioned concept of therapies for disabled people and swimming with "virtual dolphins". However, although up to now the strongest concept in virtual reality applications in human health, they have mostly been focused on treatments in the field of mental health and phobias (12, 13, 14, 15, 16, 17), an article A recent report (Oct 13, 2020) mentions a company that aims to improve the recovery of physical therapy patients through virtual reality (18, 19, 20).
De la mano con el desarrollo de nuevas tecnologías y su aplicación en salud humana, el concepto de la "gamificación" o incorporación de juegos para estimular el aprendizaje en un entorno no tradicional, con el fin de mejorar la incorporación de conocimientos, mediante una dinámica lúdica y generando una experiencia positiva del usuario. En general, existen una variedad de solicitudes asociadas con soluciones equivalentes o similares a la tecnología propuesta, respecto del uso de realidad virtual (incluyendo en algunos casos realidad aumentada) para el desarrollo de dispositivos o sistemas de tratamiento a distancia, para desarrollar, implementar o acompañar terapias de tratamiento en el ámbito de la salud mental y física (discapacidad) de las personas. Hand in hand with the development of new technologies and their application in human health, the concept of "gamification" or the incorporation of games to stimulate learning in a non-traditional environment, in order to improve the incorporation of knowledge, through a dynamic playful and generating a positive user experience. In general, there are a variety of requests associated with solutions equivalent or similar to the proposed technology, regarding the use of virtual reality (including in some cases augmented reality) for the development of remote treatment devices or systems, to develop, implement or Accompany treatment therapies in the field of mental and physical health (disability) of people.
Por ejemplo, el documento US10416760B2 titulado "Gaze-based object placement within a virtual reality environment" ya que relaciona directamente tecnologías para conectar el entorno virtual y el entorno real, mediante la interacción del usuario con un dispositivo o pantalla dispuesta en la cabeza del usuario; Sin embargo, la tecnología allí descrita no permite abordar de manera efectiva, sistemática y personalizada específicamente condiciones de salud que puedan ser atendidas mediante ejercitación o ejercicios kinesiológicos, en un entorno seguro y coordinado. For example, the document US10416760B2 entitled "Gaze-based object placement within a virtual reality environment" since it directly relates technologies to connect the virtual environment and the real environment, through user interaction with a device or screen arranged on the user's head. ; However, the technology described therein does not allow for an effective, systematic and personalized approach specifically to health conditions that can be treated through exercise or kinesiological exercises, in a safe and coordinated environment.
En el documento US10282882B2, titulado "Augmented reality simulation continuum", se describen tecnologías que permitiría configurar elementos virtuales a partir de una escena o escenario real obtenido por el usuario, junto con el diseño de la interacción del usuario con el entorno virtual; Sin embargo, la sola generación de este tipo de ambientes, no es suficiente para utilizar éste tipo de tecnologías con fines prácticos, especialmente clínicos o validados clínicamente, ya que para ello se necesitaría además un diseño que incorpore otros elementos de importancia, en términos de salud, metodologías, capacidades técnicas, entre otros, que permitan efectivamente valerse de este tipo de tecnologías, con fines prácticos y validados clínicamente. In document US10282882B2, entitled "Augmented reality simulation continuum", technologies are described that would allow virtual elements to be configured from a real scene or scenario obtained by the user, together with the design of the user's interaction with the virtual environment; However, the mere generation of this type of environment is not enough to use this type of technology for practical purposes, especially clinical or clinically validated, since this would also require a design that incorporates other important elements, in terms of health, methodologies, technical capacities, among others, that allow the effective use of this type of technology, with practical and clinically validated purposes.
Existen alternativas en las que se utiliza realidad virtual para realizar ejercicios físicos (actividad física) o simular deportes (incluyendo juegos), sin embargo, la realidad virtual ofrece un ambiente disociado con la realidad del usuario, lo que puede suponer un problema para su realización habitual o en condiciones habituales. También existen aplicaciones que permiten hacer ejercicios enfocados en la rehabilitación o terapia física, incluyendo indicaciones de ejercicios específicos y localizados, para condiciones específicas e incluyendo incluso el uso de tecnología como realidad virtual para interactuar con el usuario. DESCRIPCIÓN DE LA INVENCIÓN There are alternatives in which virtual reality is used to perform physical exercises (physical activity) or simulate sports (including games), however, virtual reality offers an environment dissociated from the reality of the user, which can pose a problem for its realization. usual or under usual conditions. There are also applications that allow exercises focused on rehabilitation or physical therapy, including indications of specific and localized exercises, for specific conditions and even including the use of technology such as virtual reality to interact with the user. DESCRIPTION OF THE INVENTION
La invención propuesta, corresponde a un sistema de terapias y ejercicios kinesiológicos virtuales, integrales y funcionales en prevención, tratamiento y rehabilitación, para ser realizados de manera remota por el usuario y que comprende: i) un kit; ii) una base de datos propietaria de ejercicios; iii) un método de aprendizaje; programas de aprendizaje y iv) una plataforma virtual que permite al usuario acceder a la base de datos, mediante los dispositivos del kit y la metodología de aprendizaje. The proposed invention corresponds to a system of virtual, comprehensive and functional kinesiological therapies and exercises in prevention, treatment and rehabilitation, to be performed remotely by the user and comprising: i) a kit; ii) a proprietary database of exercises; iii) a learning method; learning programs and iv) a virtual platform that allows the user to access the database, through the kit devices and the learning methodology.
Los ejercicios funcionales están desarrollados de manera tal de de fortalecer la musculatura debilitada, elongar la musculatura que esta contracturada o acortada e incrementar la movilidad articular, enfocándose en aquellos movimientos habituales realizados por el ser humano (como por ejemplo: caminar, saltar, correr, levantamiento de piernas y brazos, movimientos diagonales) en sus actividades diarias (como por ejemplo: vestirse, moverse de un lado a otro, subir/bajar escaleras, recoger/alcanzar objetos, etc). Al ser integrales, se trabaja toda la musculatura (no solamente la que se desea ejercitiar en base al objetivo de interés del usuario) y los sistemas corporales (incluyendo ejercitar el sistema cardiorespiratorio, muscular, etc), la que no se utiliza para que no se fatigue y la que se utiliza regularmente, para evitar fatiga o eventuales lesiones, basándose en los principios de entrenamiento que comprende: que tenga una sobrecarga adecuada, que no sea repeititivo, que considere tiempos de realización y de descanso, todo ello incorporando en la metodología digitalizada en un software propietario. The functional exercises are developed in such a way as to strengthen the weakened musculature, elongate the muscles that are contracted or shortened and increase joint mobility, focusing on those habitual movements performed by the human being (such as: walking, jumping, running, raising legs and arms, diagonal movements) in their daily activities (such as: dressing, moving from one side to another, going up/down stairs, picking up/reaching objects, etc.). As they are integral, all the muscles are worked on (not only the one that you want to exercise based on the goal of interest of the user) and the body systems (including exercising the cardiorespiratory, muscular system, etc.), which is not used so that it does not fatigue and the one that is used regularly, to avoid fatigue or eventual injuries, based on the principles of training that includes: that it has an adequate overload, that it is not repetitive, that considers times of realization and rest, all of this incorporating in the Digitized methodology in proprietary software.
La interacción entre el usuario y los objetos virtuales, a través de la realidad mixta (que combina realdad virtual con realidad aumentada para facilitar la interacción entre el software, base de datos de ejercicios, terapista virtual mediante el dispositivo móvil y el usuario) por medio de la gamificación, permite al usuario ejercitar de manera integral, diferentes tipos de ejercicios orientados a prevenir, tratar e incluso rehabilitar la musculatura de manera sistémica y segura. The interaction between the user and the virtual objects, through mixed reality (which combines virtual reality with augmented reality to facilitate the interaction between the software, the exercise database, the virtual therapist through the mobile device, and the user) through of gamification, allows the user to exercise in a comprehensive way, different types of exercises aimed at preventing, treating and even rehabilitating the musculature in a systemic and safe way.
La estrategia de la gamificación contenida en la invención comprende un guión hablado por el terapista virtual, en el cual se dan las indicaciones de como realizar el ejercicio y utilizar el puntero en el visor para completar las acciones necesarias relacionadas con el ejercicio, junto con la visualización del ejercicio en una sección del visor, realizado por el propio terapista virtual, e incluyendo consejos de nutrición, corrección de postura. Al finalizar la sesión de ejercicios, luego de la interacción con un objeto virtual correspondiente (por ejemplo, animales acuáticos, frutas o vegetales) y mediante el puntero, comprende una etapa de interacción final con una actividad lúdica a modo de un reto (por ejemplo, derrotar un "jefe" de cada sesión), aplicando los ejercicios de la sesión para cumplir el objetivo asociado durante un tiempo determinado (por ejemplo, 30 segundos). Esta estrategia, comprende un guión para guiar la sesión, que incluye la entrega de información relacionada a las historios y/o elementos de cada historia hacia el usuario (por ejemplo, información de las propiedades y usos de los alimentos en el programa regular, o bien, información de los animales acuáticos en el programa de terapia acuática). The gamification strategy contained in the invention comprises a script spoken by the virtual therapist, in which instructions are given on how to perform the exercise and use the pointer on the viewer to complete the necessary actions related to the exercise, together with the visualization of the exercise in a section of the viewer, carried out by the virtual therapist himself, and including nutrition advice, posture correction. At the end of the exercise session, after interaction with a corresponding virtual object (for example, aquatic animals, fruits or vegetables) and using the pointer, includes a stage of final interaction with a playful activity in the form of a challenge (for example, defeating a "boss" in each session), applying the exercises of the session to meet the associated objective for a certain time (for example, 30 seconds). This strategy includes a script to guide the session, which includes the delivery of information related to the stories and/or elements of each story to the user (for example, information on the properties and uses of food in the regular program, or ok, information on aquatic animals in the aquatic therapy program).
El kit de la presente invención comprende al menos un lente de realidad mixta. Alternativamente, además del lente, el kit comprende además un protector resistente al agua, un auricular inalámbrico resistente al agua, un flotador propietario y un empaque transportable biodegradable (Fig. 1). The kit of the present invention comprises at least one mixed reality lens. Alternatively, in addition to the lens, the kit further comprises a waterproof protector, a waterproof wireless headset, a proprietary float, and biodegradable transportable packaging (Fig. 1).
La base de datos propietaria comprende al menos 200 ejercicios kinesiológicos originales diseñados previamente, en donde al menos 100 de estos ejercicios corresponden a ejercicios kinesiológicos dedicados para terapia acuática. The proprietary database comprises at least 200 previously designed original kinesiological exercises, where at least 100 of these exercises correspond to dedicated kinesiological exercises for aquatic therapy.
La metodología de aprendizaje (Fig 2) comprende: i) Descargar la aplicación móvil (del programa de aprendizaje), ii) crear una cuenta de usuario, ingresando un correo electrónico y una contraseña en la plataforma web del sistema de terapias y ejercicios virtuales, iii) adquirir el kit del sistema de terapias y ejercicios virtuales adecuado, iv) adecuar la aplicación móvil al dispositivo móvil propio del usuario para a reproducción adecuada de contenidos y uso correspondiente con el kit adquirido mediante un código QR, iv) etapa de preparación de la sesión, en función de los requisitos e instrucciones correspondientes de cada programa, v) etapa de selección de los objetivos de la sesión, vi) etapa de realización de la sesión aplicando una metodología de ejercicios digitalizada en un software, y finalmente vii) etapa de evaluación y seguimiento de la sesión. En donde la aplicación móvil, corresponde a la aplicación móvil del programa que el usuario desee utilizar, que puede ser escogido de la lista que comprende: programa kinesiológico regular (Kaibaz) y programa kinesiológico para terapias acuáticas (Kaenz); en donde el kit asociado para el programa regular, comprende al menos un lente de realidad mixta, y en donde el kit asociado para el programa de terapias acuáticas, comprende al menos un lente de realidad mixta, un protector resistente al agua para el lente de realidad mixta, un auricular inalámbrico resistente al agua, al menos un flotador propietario y un empaque transportable biodegradable; y en donde además, el código QR se encuentra asociado a cada kit y/o disponible para cada programa respectivo en la plataforma web. The learning methodology (Fig 2) includes: i) Downloading the mobile application (of the learning program), ii) creating a user account, entering an email and a password on the web platform of the virtual therapy and exercises system, iii) purchase the appropriate virtual therapy and exercise system kit, iv) adapt the mobile application to the user's own mobile device for proper reproduction of content and corresponding use with the kit purchased through a QR code, iv) stage of preparation of the session, based on the requirements and corresponding instructions of each program, v) stage of selecting the objectives of the session, vi) stage of carrying out the session applying a digitized exercise methodology in a software, and finally vii) stage evaluation and follow-up of the session. Where the mobile application corresponds to the mobile application of the program that the user wishes to use, which can be chosen from the list that includes: regular kinesiological program (Kaibaz) and kinesiological program for aquatic therapies (Kaenz); where the associated kit for the regular program comprises at least one mixed reality lens, and where the associated kit for the aquatic therapy program comprises at least one mixed reality lens, a waterproof lens protector for mixed reality, a waterproof wireless headset, at least one proprietary float, and transportable packaging biodegradable; and where, in addition, the QR code is associated with each kit and/or available for each respective program on the web platform.
Etapa de preparación de la sesión Session preparation stage
Respecto de la etapa de preparación de la sesión correspondiente al programa kinesiológico regular, ésta comprende requisitos mínimos e instrucciones, en donde los requisitos corresponden a las condiciones mínimas que el usuario necesita para la realización óptima de la sesión, incluyendo los siguientes: el usuario debe estar con ropa cómoda y zapatillas, para hacer ejercicio en un lugar amplio y sin obstáculos en su hogar, pudiendo además el usuario usar cualquier auricular o escuchar directamente a partir de los parlantes del celular; y en donde las instrucciones son las siguientes: 1) Hacer clic en el logo de la aplicación del programa kinesiológico regular; 2) introducir el smartphone con la cámara frontal hacia adelante en el visor del lente de realidad mixta; 3) iniciar sesión en la plataforma asociada con el programa kinesiológico regular. Regarding the preparation stage of the session corresponding to the regular kinesiological program, it includes minimum requirements and instructions, where the requirements correspond to the minimum conditions that the user needs for the optimal performance of the session, including the following: the user must be in comfortable clothes and slippers, to exercise in a large and unobstructed place at home, and the user can also use any headset or listen directly from the cell phone's speakers; and where the instructions are as follows: 1) Click on the logo of the application of the regular kinesiological program; 2) insert the smartphone with the front camera facing forward into the viewfinder of the mixed reality lens; 3) login to the platform associated with the regular kinesiological program.
Respecto la etapa de preparación de la sesión correspondiente al programa kinesiológico para terapias acuáticas, comprende requisitos mínimos e instrucciones, en donde los requisitos corresponden a las condiciones mínimas que el usuario necesita para la realización óptima de la sesión, incluyendo los siguientes: el usuario debe estar en una piscina, con su traje de baño y ponerse el "Belt" en su cintura; ; y en donde las instrucciones son las siguientes: 1) enlazar el auricular inalámbrico del kit con el dispositivo móvil del usuario; 2) hacer clic en el logo de la aplicación asociada con el programa kinesiológico para terapias acuáticas; 3) introducir el dispositivo móvil en el protector resistente al agua y con la cámara frontal hacia adelante en el visor del lente de realidad mixta; 4) iniciar sesión en la plataforma asociada con el programa kinesiológico para terapias acuáticas. Regarding the preparation stage of the session corresponding to the kinesiological program for aquatic therapies, it includes minimum requirements and instructions, where the requirements correspond to the minimum conditions that the user needs for the optimal performance of the session, including the following: the user must being in a swimming pool, with his bathing suit and putting the "Belt" on his waist; ; and where the instructions are as follows: 1) pair the wireless headset of the kit with the user's mobile device; 2) click on the logo of the application associated with the kinesiological program for aquatic therapies; 3) insert the mobile device in the waterproof protector and with the front camera facing forward in the viewfinder of the mixed reality lens; 4) log in to the platform associated with the kinesiological program for aquatic therapies.
Etapa de selección de objetivos Target selection stage
Respecto de la etapa de selección de los objetivos para el programa kinesiologico regular comprende el siguiente formato: al iniciar la sesión, aparecerán en el visor del usuario diferentes "virus" que el usuario deberá eliminar, como parte de la dinámica de ejercicios de la correspondiente sesión de ejercicios escogida. Posteriormente, en su ambiente virtualizado, aparecerán tres rectángulos de color café correspondientes a las tres opciones disponibles al usuario, quien deberá elegir en función de su(s) objetivo(s) y duración, incluyendo: 1) Mejorar Salud (~7 minutos); 2) Eliminar Dolor (~14 minutos) y 3) Reducir Grasa (~21 minutos). El usuario entonces elige su opción mediante un puntero que aparecerá en el visor, para lo cual solo deberá mover su cabeza en dirección a la selección escogida y permanecer por al menos unos segundos en la opción a elegir, completándose un círculo alrededor de la opción escogida, como confirmación de la elección. Regarding the stage of selection of the objectives for the regular kinesiological program, it includes the following format: when starting the session, different "viruses" will appear in the user's viewer that the user must eliminate, as part of the exercise dynamics of the corresponding chosen exercise session. Subsequently, in your virtualized environment, three brown rectangles will appear corresponding to the three options available to the user, who must choose based on their objective(s) and duration, including: 1) Improve Health (~7 minutes) ; 2) Eliminate Pain (~14 minutes) and 3) Reduce Fat (~21 minutes). The user then chooses his option through a pointer that will appear on the viewer, for which he only has to move his head in the direction to the chosen selection and stay for at least a few seconds in the option to choose, completing a circle around the chosen option, as confirmation of the choice.
Respecto de la etapa de selección de los objetivos para el programa kinesiológico para terapias acuáticas, comprende el siguiente formato: al iniciar la sesión correspondiente, aparecerán en su visor diferentes animales que deberá salvar, como parte de la dinámica de ejercicios de la correspondiente sesión de ejercicios escogida. Luego en su ambiente aparecerán tres rectángulos azules correspondientes a las tres opciones disponibles al usuario, quien deberá elegir en función de su(s) objetivo(s) y duración, incluyendo: 1) Mejorar Salud (~15 minutos); 2) Eliminar Dolor (~25 minutos) o 3) Reducir Grasa (~45 minutos). El usuario entonces elige su opción mediante un puntero que aparecerá en el visor, para lo cual solo deberá mover su cabeza en dirección a la selección escogida y permanecer por al menos unos segundos en la opción a elegir, completándose un círculo alrededor de la opción escogida, como confirmación de la elección. Regarding the stage of selecting the objectives for the kinesiological program for aquatic therapies, it includes the following format: when you start the corresponding session, different animals that you must save will appear on your viewer, as part of the exercise dynamics of the corresponding training session. chosen exercises. Then, three blue rectangles will appear in their environment corresponding to the three options available to the user, who must choose based on their objective(s) and duration, including: 1) Improve Health (~15 minutes); 2) Eliminate Pain (~25 minutes) or 3) Reduce Fat (~45 minutes). The user then chooses his option through a pointer that will appear on the viewer, for which he only has to move his head in the direction of the chosen selection and stay for at least a few seconds in the option to choose, completing a circle around the chosen option. , as confirmation of the choice.
Etapa de realización de la sesión Stage of conducting the session
La etapa de realización, comprende una metodología de ejercicios digitalizada en un software, fundamentada en: Razonamiento Clínico; Prescripción del Ejercicio Físico (Frecuencia, Intensidad, Tiempo, Tipo y Densidad); Principios del Entrenamiento (Especificidad y/o Individualidad, Sobrecompensación y/o Sobrecarga, Adaptación y/o Acomodación, Progresión y/o Periodización, Variabilidad y/o Balance, Recuperación, Reversibilidad y Diversión) y Principios Físicos del agua en el caso de Kaenz (Hidrostáticos, Hidrodinámicos e Hidrocinéticos), divididos en 4 fases: a) Calentamiento Previo; b) Entrenamiento Aeróbico; c) Entrenamiento Interválico de Alta Intensidad o High-Intensity Interval Training (HIT); y d) Vuelta a la Calma; en base a todos los cuales irán apareciendo los diferentes ejercicios para cada usuario, pertenecientes a la base de datos de cada programa, presente en la plataforma. The realization stage includes a methodology of exercises digitized in a software, based on: Clinical Reasoning; Physical Exercise Prescription (Frequency, Intensity, Time, Type and Density); Training Principles (Specificity and/or Individuality, Overcompensation and/or Overload, Adaptation and/or Accommodation, Progression and/or Periodization, Variability and/or Balance, Recovery, Reversibility and Fun) and Physical Principles of water in the case of Kaenz (Hydrostatic, Hydrodynamic and Hydrokinetic), divided into 4 phases: a) Pre-heating; b) Aerobic Training; c) High Intensity Interval Training or High-Intensity Interval Training (HIT); and d) Return to Calm; based on all of which will appear the different exercises for each user, belonging to the database of each program, present on the platform.
Etapa de evaluación v seguimiento de la sesión Evaluation stage and follow-up of the session
La etapa de evaluación, comprende un parámetro de evaluación de la realización de ejercicios de cada programa, denominado "Evaluación del Indicador Net Promoter Score (NPS)", en donde dicho parámetro es utilizado para evaluar los siguientes elementos utilizados en medición: lealtad, satisfacción usuaria y logro de objetivos; en donde dicho logro se refiere a si se logró el objetivo elegido al inicio de la sesión, mediante tres caras que aparecen en el visor de manera de ir entrenando por esta vía a un algoritmo que determina los ejercicios que deberían aparecer, en donde el algoritmo seleccionará los ejercicios correspondientes en función de los siguientes elementos: programa seleccionado por el usuario; objetivo seleccionado por el usuario; número de sesiones realizadas por el usuario; fase del entrenamiento en que se encuentra el usuario, NPS del usuario y condición de salud del usuario, en donde la condición de salud del usuario se obtendrá a partir de la información declarada por el propio usuario en su cuenta personal creada en la plataforma. The evaluation stage includes a parameter for evaluating the performance of exercises in each program, called "Evaluation of the Net Promoter Score (NPS) Indicator", where said parameter is used to evaluate the following elements used in measurement: loyalty, satisfaction user and goal achievement; where said achievement refers to whether the objective chosen at the beginning of the session was achieved, through three faces that appear in the viewer in order to train in this way to an algorithm that determines the exercises that should appear, where the algorithm will select the corresponding exercises based on the following elements: program selected by the user; target selected by the user; number of sessions performed by the user; phase of the training in which the user is, NPS of the user and health condition of the user, where the health condition of the user will be obtained from the information declared by the user himself in his personal account created on the platform.
Adicionalmente, la etapa de seguimiento comprende elementos de contacto entre usuarios y terapistas virtuales profesionales de la plataforma, incluyendo medios de comunicación vía Redes Sociales y medios digitales dentro y fuera de la plataforma, para responder dudas, educarlos y nutrirlos con contenido específico enviado directamente a los medios de contacto indicados por el usuario en sus cuentas personales. Additionally, the follow-up stage includes elements of contact between users and professional virtual therapists of the platform, including means of communication via Social Networks and digital media inside and outside the platform, to answer questions, educate them and nurture them with specific content sent directly to the means of contact indicated by the user in their personal accounts.
En una realización de la invención, la aparición de los ejercicios correspondientes, varían de acuerdo a cada usuario y a cada parámetro escogido por el usuario, incluyendo los siguientes: i) Según la modalidad acuática o terrestre; ii) según el objetivo del usuario; iii) según el número de sesiones realizadas; iv) según la fase del entrenamiento, v) según el NPS y condición de salud de la persona; en donde el visor va mostrando un círculo en el borde superior derecho con el terapista virtual realizando un ejercicio específico con su nombre, logo e indicando al usuario cómo debe realizarlo de forma auditiva con sus respectivas correcciones, utilizando como medios de entrada de información al software asociado, los sensores del dispositivo móvil incluyendo: Cámaras, giroscopio, acelerómetro, GPS y cualquier otro sensor del dispositivo que permita entregar información del usuario y/o su entorno al software que maneja los contenidos de cada programa en la plataforma e interfaz de usuario. In an embodiment of the invention, the appearance of the corresponding exercises varies according to each user and each parameter chosen by the user, including the following: i) According to the aquatic or terrestrial modality; ii) according to the purpose of the user; iii) according to the number of sessions carried out; iv) according to the training phase, v) according to the NPS and health condition of the person; where the viewer shows a circle in the upper right edge with the virtual therapist performing a specific exercise with his name, logo and indicating to the user how to do it aurally with their respective corrections, using the software as means of inputting information associated, the sensors of the mobile device including: Cameras, gyroscope, accelerometer, GPS and any other sensor of the device that allows information from the user and/or his environment to be delivered to the software that manages the contents of each program on the platform and user interface.
En otra realización de la invención, los ejercicios son originales, diseñados desde cero y propietarios de la base de datos de la plataforma de la invención, en donde éstos pueden ser seleccionado de una lista que comprende al menos 100 ejercicios creados específicamente para ser usados en el programa kinesiológico regular y al menos 100 creados específicamente para ser usados en el programa kinesiológico para terapias acuáticas, comprendiendo una base de datos de al menos 200 ejercicios originales personalizados propietarios de la plataforma de la invención. In another embodiment of the invention, the exercises are original, designed from scratch and owners of the database of the platform of the invention, where they can be selected from a list that includes at least 100 exercises created specifically to be used in the regular kinesiological program and at least 100 created specifically to be used in the kinesiological program for aquatic therapies, comprising a database of at least 200 original personalized exercises proprietary to the platform of the invention.
En una realización de la invención, los ejercicios creados específicamente para ser usados en el programa kinesiológico regular, tiene nombre de alguna fruta o verdura que puede ser seleccionada de la lista que comprende: Apple, Pumpkin, Squash, Carrot, Cabbage, Watermelon, Pear, Bell Pepper, Orange, Lemon, Brocoli, Lettuce, Corn, Spring Onion, Potato, Mushroom, Cucumber, Tomate, Coconut, Peach, Banana, Mango, Plum, Grape, Egg, Strawberry, Kiwi, Garlic, Radish, y cualquier otro nombre de fruta o verdura correspondiente, en donde el usuario deberá realizar los ejercicios funcionales sin necesidad de desplazarse de su posición original, y en donde posteriormente y de forma virtual aparecerá en su entorno un elemento con la forma de la fruta o verdura correspondiente al ejercicio, para "comérselos" con el puntero, entregando al usuario además información relevante sobre dichos alimentos, como complemento al ejercicio; y en donde además, al finalizar la sesión se incorpora un elemento de superación que comprende "derrotar" a un enemigo virtual y sus secuaces, en donde el enemigo virtual corresponde a Comonstervid-19, y en donde sus secuaces corresponden a formas de virus aleatorias que aparecerán en el entorno virtual. In one embodiment of the invention, the exercises specifically created to be used in the regular kinesiological program are named after a fruit or vegetable. which can be selected from the list comprising: Apple, Pumpkin, Squash, Carrot, Cabbage, Watermelon, Pear, Bell Pepper, Orange, Lemon, Broccoli, Lettuce, Corn, Spring Onion, Potato, Mushroom, Cucumber, Tomato, Coconut, Peach, Banana, Mango, Plum, Grape, Egg, Strawberry, Kiwi, Garlic, Radish, and any other corresponding fruit or vegetable name, where the user must perform the functional exercises without having to move from their original position, and in where later and virtually an element in the shape of the fruit or vegetable corresponding to the exercise will appear in your environment, to "eat" them with the pointer, also providing the user with relevant information about said foods, as a complement to the exercise; and where in addition, at the end of the session, an overcoming element is incorporated that includes "defeating" a virtual enemy and his minions, where the virtual enemy corresponds to Comonstervid-19, and where his minions correspond to random virus forms that will appear in the virtual environment.
Alternativamente, en otra realización de la invención los ejercicios creados específicamente para ser usados en el programa kinesiológico acuático, tiene nombre de tiene nombre de algún animal marino que puede ser seleccionada de la lista que comprende: BlowFish, BlueWhale, Crab, Crocodile, Dolphin, Eel, Fish, Hammer Head Shark, Jellyfish, KillerWhale, Lobster, Lucerna, Octopus, Oyster, Penguin, Sardine, SeaHorse, Shrimp, Squid, Stingrey, Sunfish, Swordfish, Turtle, Whale, WolfFish, y cualquier otro nombre de animal marino correspondiente, en donde el usuario deberá realizar los ejercicios funcionales sin necesidad de desplazarse de su posición original, en donde el usuario deberá trasladarse por la piscina, imitando su movimiento y en donde posteriormente de forma virtual aparecerá en su entorno un elemento con la forma del animal marino correspondiente al ejercicio para "salvarlo" con el puntero, en donde además al salvarlo, se le entrega al usuario información relevante sobre cada uno de dichos animales; y en donde además, en la última parte de la sesión aparecerá un elemento de finalización de la sesión correspondiente a un monstruo marino legendario a vencer y sus secuaces, en donde el monstruo marino es Boracum. Alternatively, in another embodiment of the invention, the exercises created specifically to be used in the aquatic kinesiology program have the name of a marine animal that can be selected from the list that includes: BlowFish, BlueWhale, Crab, Crocodile, Dolphin, Eel, Fish, Hammer Head Shark, Jellyfish, KillerWhale, Lobster, Lucerne, Octopus, Oyster, Penguin, Sardine, SeaHorse, Shrimp, Squid, Stingrey, Sunfish, Swordfish, Turtle, Whale, WolfFish, and any other applicable marine animal names , where the user must carry out the functional exercises without having to move from their original position, where the user must move around the pool, imitating their movement and where later an element in the shape of the animal will appear virtually in their environment corresponding to the exercise to "save" it with the pointer, where in addition to saving it, the user is given relevant information about each u not of said animals; and where in addition, in the last part of the session there will appear an element at the end of the session corresponding to a legendary sea monster to be defeated and its minions, where the sea monster is Boracum.
Adicionalmente, la realización de la sesión comprende además instancias dentro de cada sesión, para la entrega al usuario de consejos y recomendación realizada directamente por los terapistas virtuales mediante la plataforma, software e interfaz de usuario correspondientes a cada programa, incluyendo: recomendaciones respecto de la realización adecuada u óptima de cada ejercicio, correcciones, consejos nutricionales y recomendaciones para mantener un estilo de vida más saludable. En otra realización de la invención, la invención comprende algoritmos de machine learning como un motor de recomendación que indica que ejercicios se deben prescribir, según objetivo, condición del paciente y datos recabados de las sesiones y smartphone, en donde la información obtenida de los sensores del smartphone (cámara, acelerómetro, giroscopio y GPS), sirven para dar indicaciones, feedback y corregir la performance del usuario al realizar la metodología de ejercicios desarrollada, en los diferentes programas de la plataforma, alimentando los algoritmos de machine learning, para una óptima experiencia y mejores resultados en salud de manera segura para el usuario, reduciendo la probabilidad de lesionar al usuario/paciente mediante la recomendación personalizada de ejercicios al usuario, en donde se considera tanto los requerimientos, objetivos y condiciones de salud del usuario, de manera de incorporar los ejercicios requeridos para el objetivo seleccionado, al mismo tiempo que descartar aquellos ejercicios que podrían ser perjudiciales para el usuario, en base a la información ingresada por el usuario en su ficha/cuenta. Additionally, the realization of the session also includes instances within each session, for the delivery to the user of advice and recommendation made directly by the virtual therapists through the platform, software and user interface corresponding to each program, including: recommendations regarding the adequate or optimal performance of each exercise, corrections, nutritional advice and recommendations to maintain a healthier lifestyle. In another embodiment of the invention, the invention includes machine learning algorithms such as a recommendation engine that indicates which exercises should be prescribed, according to the objective, patient condition and data collected from the sessions and smartphone, where the information obtained from the sensors of the smartphone (camera, accelerometer, gyroscope and GPS), serve to give indications, feedback and correct the user's performance when carrying out the exercise methodology developed, in the different programs of the platform, feeding the machine learning algorithms, for optimal experience and better health results in a safe way for the user, reducing the probability of injuring the user/patient through the personalized recommendation of exercises to the user, where both the requirements, objectives and health conditions of the user are considered, in order to incorporate the exercises required for the selected objective, at the same time as discard those exercises that could be harmful to the user, based on the information entered by the user in their file/account.
Adicionalmente, los datos que alimentan el modelo y algoritmo de Machine Learning son los siguientes: Sexo, datos de salud (enfermedades), edad, nivel de actividad física, objetivo (Eliminar dolores, quemar grasa o mejorar salud), tiempo de la rutina, número de sesiones, NPS de sesiones realizadas anteriormente y datos de los sensores del smartphone. Additionally, the data that feed the Machine Learning model and algorithm are the following: Sex, health data (diseases), age, level of physical activity, objective (eliminate pain, burn fat or improve health), routine time, number of sessions, NPS of sessions previously performed and data from smartphone sensors.
La plataforma virtual comprende, un sistema de cuentas de usuario, al menos un código QR y al menos una interfaz gráfica para acceder a los contenidos de la plataforma mediante un dispositivo móvil. The virtual platform comprises a user account system, at least one QR code, and at least one graphic interface to access the platform's content through a mobile device.
Los programas de aprendizaje comprenden un arreglo de distintos tipos de ejercicios para el usuario en contextos específicos, en donde los programas pueden ser escogidos de la lista que comprende: programa kinesiológico regular (Kaibaz) y programa kinesiológico para terapias acuáticas (Kaenz) The learning programs comprise an arrangement of different types of exercises for the user in specific contexts, where the programs can be chosen from the list that includes: regular kinesiology program (Kaibaz) and kinesiology program for aquatic therapies (Kaenz).
Ejemplos examples
Ejemplo 1. Etapas de la metodología general de la invención (FIG 2). a) Comprar Kit en sitio web, b) Descargar la App Kaenz o Kaibaz, según modalidad y sistema operativo de su smartphone, c) Registrar una cuenta con su email y contraseña, d) Adaptar la App según el tamaño de la pantalla del smartphone, usando un código QR, e) Ingresar a la App idioma, nombre, sexo, datos de salud, edad y nivel de actividad física, f) Preparar la sesión con ropa adecuada, equipamiento y kit, g) Elegir objetivo y duración de la sesión, h) Generación de rutina según modelo y algoritmo de Machine Learning desa rrollado, i) Realizar Metodología según Razonamiento Clínico; Prescripción del Ejercicio Físico; Principios del Entrenamiento y Principios Físicos del agua en el caso del programa de terapia acuática, j) Pasar por 4 Fases: 1) Calentamiento Previo. 2) Entrenamiento Aeróbico. 3) Entrenamiento Interválico de Alta Intensidad o High Intensity Interval Training (HIT) y 4) Vuelta a la Calma, k) Terapista Virtual motiva, da consejos, cuenta chistes e indica, muestra y corrige los ejercicios, Example 1. Stages of the general methodology of the invention (FIG 2). a) Buy the Kit on the website, b) Download the Kaenz or Kaibaz App, depending on the type and operating system of your smartphone, c) Register an account with your email and password, d) Adapt the App according to the size of the smartphone screen, using a QR code, e) Enter the App language, name, sex, health data, age and level of physical activity, f) Prepare the session with appropriate clothing , equipment and kit, g) Choose the objective and duration of the session, h) Routine generation according to the Machine Learning model and algorithm developed, i) Carry out Methodology according to Clinical Reasoning; Physical Exercise Prescription; Principles of Training and Physical Principles of water in the case of the aquatic therapy program, j) Go through 4 Phases: 1) Pre-warming. 2) Aerobic Training. 3) High Intensity Interval Training or High Intensity Interval Training (HIT) and 4) Cool Down, k) Virtual Therapist motivates, gives advice, tells jokes and indicates, shows and corrects the exercises,
L) Gamificación: Para aumentar adherencia al tratamiento, hacerlo más divertido e interactivo (Salvar animales, comer frutas, eliminar virus y mostruos legendarios), m) Batalla final al terminar la sesión con tiempo (Eliminar virus o monstruos legendarios en su alrededor), n) Evaluar sesión eligiendo una de tres caritas que aparecen en el visor con Net Promoter Score (NPS), o) Seguimiento y contacto permanente por diferentes canales de comunicación Ejemplo 2. Aplicación de la invención propuesta, en el contexto de terapias virtuales acuáticas (Kaenz, Fig 3). i. Etapa de Preparación de la sesión: L) Gamification: To increase adherence to treatment, make it more fun and interactive (Save animals, eat fruits, eliminate viruses and legendary monsters), m) Final battle at the end of the session with time (Eliminate viruses or legendary monsters around you), n) Evaluate session by choosing one of three faces that appear on the viewer with Net Promoter Score (NPS), o) Follow-up and permanent contact through different communication channels Example 2. Application of the proposed invention, in the context of aquatic virtual therapies ( Kaenz, Fig 3). Yo. Session Preparation Stage:
Requisitos: Para los clientes que tienen piscina residencial, deben estar con traje de baño, ponerse el Belt en su cintura; Requirements: For customers who have a residential pool, they must be in a bathing suit, put the Belt on their waist;
Instrucciones: 1) parear el auricular inalámbrico del kit con su celular; 2) hacer clic en el logo de la Kaenz App; 3) introducir el smartphone en el protector resistente al agua y con la cámara frontal hacia adelante en el visor del lente de realidad mixta; iniciar sesión en la plataforma "Kaenz". ii. Etapa de selección de objetivos de la sesión Al iniciar la sesión (Kaenz) aparecerán en su visor diferentes animales que deberá salvar. Luego en su ambiente aparecerán tres rectángulos azules que corresponden a las 3 opciones que debe elegir según objetivo y duración: 1) Mejorar Salud (15 minutos); 2) Eliminar Dolor (25 minutos) o 3) Reducir Grasa (45 minutos). La persona elige su opción con un puntero que aparece en el visor y solo debe mover su cabeza y permanecer unos segundos en la opción a elegir, completándose un círculo. Instructions: 1) pair the wireless headset in the kit with your cell phone; 2) click on the Kaenz App logo; 3) insert the smartphone in the waterproof protector and with the front camera facing forward in the viewfinder of the mixed reality lens; login to the "Kaenz" platform. ii. Session objective selection stage When you start the session (Kaenz) different animals will appear on your viewer that you must save. Then, three blue rectangles will appear in your environment that correspond to the 3 options that you must choose according to objective and duration: 1) Improve Health (15 minutes); 2) Eliminate Pain (25 minutes) or 3) Reduce Fat (45 minutes). The person chooses their option with a pointer that appears on the viewer and they only have to move their head and stay for a few seconds on the option to choose, completing a circle.
Ejemplo 3. Aplicación de la invención propuesta, en el contexto de terapias virtuales acuáticas (Kaibaz, Fig 4). i. Etapa de Preparación de la sesión: Example 3. Application of the proposed invention, in the context of aquatic virtual therapies (Kaibaz, Fig 4). Yo. Session Preparation Stage:
Requisitos: El usuario debe estar con ropa cómoda y zapatillas, para hacer ejercicio en un lugar amplio y sin obstáculos en su hogar. Puede usar cualquier auricular o escuchar directamente desde los parlantes del celular; Requirements: The user must be wearing comfortable clothes and slippers, to exercise in a large and unobstructed place at home. You can use any headset or listen directly from the phone's speakers;
Instrucciones: Hacer clic en el logo de la Kaibaz App; introducir el smartphone con la cámara frontal hacia adelante en el visor del lente de realidad mixta. ii. Etapa de selección de objetivos de la sesión Instructions: Click on the Kaibaz App logo; Introduce the smartphone with the front camera facing forward into the viewfinder of the mixed reality lens. ii. Session objective selection stage
Al iniciar la sesión (Kaibaz) aparecerán en su visor diferentes virus que deberá eliminar. Luego en su ambiente aparecerán tres rectángulos cafés que corresponden a las 3 opciones que debe elegir según objetivo y duración: 1) Mejorar Salud (7 minutos); 2) Eliminar Dolor (14 minutos) o 3) Reducir Grasa (21 minutos). La persona elige su opción con un puntero que aparece en el visor y solo debe mover su cabeza y permanecer unos segundos en la opción a elegir, completándose un círculo. When you start the session (Kaibaz) different viruses will appear on your viewer that you must eliminate. Then, three brown rectangles will appear in your environment that correspond to the 3 options that you must choose according to objective and duration: 1) Improve Health (7 minutes); 2) Eliminate Pain (14 minutes) or 3) Reduce Fat (21 minutes). The person chooses their option with a pointer that appears on the viewer and they only have to move their head and stay for a few seconds on the option to choose, completing a circle.
Ejemplo 4. Ejemplo de uso de la plataforma y aplicación. Example 4. Example of use of the platform and application.
1. El usuario descarga la aplicación Kaenz o Kaibaz, según el sistema operativo de su smartphone: ¡OS (App Store); Android (Google Play) y Huawei (AppGallery). 1. The user downloads the Kaenz or Kaibaz application, depending on the operating system of his smartphone: OS (App Store); Android (Google Play) and Huawei (AppGallery).
2. Luego debe registrar una cuenta con su email y contraseña. Tiene 7 días gratuitos, luego debe pagar una suscripción para Kaenz y Kaibaz. 2. Then you must register an account with your email and password. You have 7 days free, then you have to pay a subscription for Kaenz and Kaibaz.
3. Comprar Kit: a) Kaenz (Fig 1): Lente de realidad mixta con un protector resistente al agua para colocar su smartphone en el visor; Auricular inalámbrico bluetooth waterproof IPX7 (Resistente a la sudoración, lluvia e inmersión); Kaenz Belt, flotador de goma eva. (No es necesario saber nadar) y Packaging transportable con ecodiseño, sin residuos y amigable con el medio ambiente. Por un valor ée $149 en dólares con envío gratuito internacional, directamente a su hogar, en el sitio web https://www. kaenz.com/es/kaenz-kit-Discina-residencial/ b) Kaibaz: Lente de realidad mixta para colocar su smartphone en el visor. Por un valor en dólares con envío gratuito internacional, directamente a su hogar, en el sitio web https://www.kaibaz.com/ 3. Buy Kit: a) Kaenz (Fig 1): Mixed reality lens with a waterproof protector to place your smartphone in the viewfinder; IPX7 waterproof bluetooth wireless headset (Resistant to sweating, rain and immersion); Kaenz Belt, eva rubber float (It is not necessary to know how to swim) and Transportable packaging with ecodesign, without waste and friendly to the environment. For a value of $149 in dollars with free international shipping, directly to your home, on the website https://www. kaenz.com/es/kaenz-kit-Discina-residencial/ b) Kaibaz: Mixed reality lens to place your smartphone on the viewer. For a dollar value with free international shipping, directly to your home, on the website https://www.kaibaz.com/
4. Adaptar la aplicación según el tamaño de la pantalla del smartphone, usando un código QR que se encuentra en el Kit enviado a su hogar o mediante los sitios web respectivos: Kaenz (https://www.kaenz.com/es/ar-2/') o Kaibaz4. Adapt the application according to the size of the smartphone screen, using a QR code found in the Kit sent to your home or through the respective websites: Kaenz (https://www.kaenz.com/es/ar -2/ ' ) or Kaibaz
(https://www.kaibaz.com/ar/'(https://www.kaibaz.com/ar/ '
5. Preparación en una sesión: a) Terapista Acuático Virtual (Kaenz): Para los clientes que tienen piscina residencial, deben estar con traje de baño, ponerse el Belt en su cintura; parear el auricular inalámbrico con su celular; hacer clic en el logo de la Kaenz App; introducir el smartphone en el protector resistente al agua y con la cámara frontal hacia adelante en el visor del lente de realidad mixta. b) Terapista Físico Virtual (Kaibaz): Los clientes deben estar con ropa cómoda y zapatillas, para hacer ejercicio en un lugar amplio y sin obstáculos en su hogar. Puede usar cualquier auricular o escuchar directamente desde los parlantes del celular; hacer clic en el logo de la Kaibaz App; introducir el smartphone con la cámara frontal hacia adelante en el visor del lente de realidad mixta. 5. Preparation in one session: a) Virtual Aquatic Therapist (Kaenz): For clients who have a residential pool, they must be in a bathing suit, put the Belt on their waist; pair the wireless headset with your cell phone; click on the Kaenz App logo; insert the smartphone in the waterproof protector and with the front camera facing forward in the viewfinder of the mixed reality lens. b) Virtual Physical Therapist (Kaibaz): Clients must be in comfortable clothes and slippers, to exercise in a large and unobstructed place at home. You can use any headset or listen directly from the phone's speakers; click on the Kaibaz App logo; Introduce the smartphone with the front camera facing forward into the viewfinder of the mixed reality lens.
6. Elegir objetivo de la sesión: a) Al iniciar la sesión Kaenz aparecerán en su visor diferentes animales que deberá salvar. Luego en su ambiente aparecerán tres rectángulos azules que corresponden a las 3 opciones que debe elegir según objetivo y duración: 1) Mejorar Salud (15 minutos); 2) Eliminar Dolor (25 minutos) o 3) Reducir Grasa (45 minutos). La persona elige su opción con un puntero que aparece en el visor y solo debe mover su cabeza y permanecer unos segundos en la opción a elegir, completándose un círculo. b) Al iniciar la sesión Kaibaz aparecerán en su visor diferentes virus que deberá eliminar. Luego en su ambiente aparecerán tres rectángulos cafés que corresponden a las 3 opciones que debe elegir según objetivo y duración: 1) Mejorar Salud (7 minutos); 2) Eliminar Dolor (14 minutos) o 3) Reducir Grasa (21 minutos). La persona elige su opción con un puntero que aparece en el visor y solo debe mover su cabeza y permanecer unos segundos en la opción a elegir, completándose un círculo. 6. Choose the objective of the session: a) When Kaenz starts the session, different animals will appear in his viewer that he must save. Then, three blue rectangles will appear in your environment that correspond to the 3 options that you must choose according to objective and duration: 1) Improve Health (15 minutes); 2) Eliminate Pain (25 minutes) or 3) Reduce Fat (45 minutes). The person chooses their option with a pointer that appears on the viewer and they only have to move their head and stay for a few seconds on the option to choose, completing a circle. b) When you start the Kaibaz session, different viruses will appear in your viewer that you must eliminate. Then, three brown rectangles will appear in your environment that correspond to the 3 options that you must choose according to objective and duration: 1) Improve Health (7 minutes); 2) Eliminate Pain (14 minutes) or 3) Reduce Fat (21 minutes). The person chooses their option with a pointer that appears on the viewer and they only have to move their head and stay for a few seconds on the option to choose, completing a circle.
7. Realizar Innovadora metodología de ejercicios digitalizada en un software, fundamentada en Razonamiento Clínico; Prescripción del Ejercicio Físico (Frecuencia, Intensidad, Tiempo, Tipo y Densidad); Principios del Entrenamiento (Especificidad y/o Individualidad, Sobrecompensación y/o Sobrecarga, Adaptación y/o Acomodación, Progresión y/o Periodización, Variabilidad y/o Balance, Recuperación, Reversibilidad y Diversión) y Principios Físicos del agua en el caso de Kaenz (Hidrostáticos, Hidrodinámicos e Hidrocinéticos), divididos en 4 fases: a) Calentamiento Previo b) Entrenamiento Aeróbico c) Entrenamiento Interválico de Alta Intensidad o High-Intensity Interval Training7. Carry out Innovative exercise methodology digitalized in a software, based on Clinical Reasoning; Physical Exercise Prescription (Frequency, Intensity, Time, Type and Density); Training Principles (Specificity and/or Individuality, Overcompensation and/or Overload, Adaptation and/or Accommodation, Progression and/or Periodization, Variability and/or Balance, Recovery, Reversibility and Fun) and Physical Principles of water in the case of Kaenz (Hydrostatic, Hydrodynamic and Hydrokinetic), divided into 4 phases: a) Pre-warm-up b) Aerobic Training c) High-Intensity Interval Training or High-Intensity Interval Training
(HIT) d) Vuelta a la Calma (HIT) d) Return to Calm
8. Ejercicios que van apareciendo: Según la modalidad acuática o terrestre; objetivo del cliente; número de sesiones realizadas; fase del entrenamiento, NPS y condición de salud de la persona, el visor va mostrando un círculo en el borde superior derecho con el terapista virtual realizando un ejercicio específico con su nombre, logo e indicando cómo debe realizarlo de forma auditiva con sus respectivas correcciones. Teniendo como inputs los sensores del smartphone (Cámara, giroscopio, acelerómetro y GPS). Hemos creado y digitalizado 100 ejercicios funcionales para Kaenz y Kaibaz respectivamente. 8. Exercises that appear: According to the aquatic or terrestrial modality; client objective; number of sessions carried out; training phase, NPS and health condition of the person, the viewer shows a circle in the upper right edge with the virtual therapist performing a specific exercise with their name, logo and indicating how to perform it aurally with their respective corrections. Taking as inputs the smartphone sensors (Camera, gyroscope, accelerometer and GPS). We have created and digitized 100 functional exercises for Kaenz and Kaibaz respectively.
Breve Descripción de las Figuras Brief Description of the Figures
Figura 1. Kit del programa kinesiológico para terapia acuática Figure 1. Kinesiological program kit for aquatic therapy
Figura 2. Diagrama secuencial representativo de la metodología de la invención. Figure 2. Representative sequential diagram of the methodology of the invention.
Figura 3. Representación gráfica de la realización de la invención, respecto del programa kinesiológico para terapia acuática. Figure 3. Graphic representation of the embodiment of the invention, regarding the kinesiological program for aquatic therapy.
Figura 4. Representación gráfica de la realización de la invención, respecto del programa kinesiológico regular. Figure 4. Graphic representation of the embodiment of the invention, with respect to the regular kinesiological program.
Detalle de las Figuras: Detail of the Figures:
1. Visor VR 1. VR Viewer
2. Auricular inalámbrico a prueba de agua 2. Wireless waterproof earphone
3. Protector Visor VR a prueba de agua 3. Waterproof VR Visor Protector
4. Cinturón Kaenz 4. Kaenz Belt
5. Terapista Virtual 5. Virtual Therapist
6. Puntero 6. Pointer
7. Entorno del usuario 7. User environment
8. Objeto del ejercicio basado en animales acuáticos 8. Object of the exercise based on aquatic animals
9. Objeto del ejercicio basado en frutas y verduras 9. Object of the exercise based on fruits and vegetables
10. Barra de tiempo del ejercicio 10. Exercise time bar

Claims

REIVINDICACIONES
1. Un sistema de terapias y ejercicios kinesiológicos virtuales, integrales y funcionales en prevención, tratamiento y rehabilitación, para ser realizados de manera remota por el usuario, CARACTERIZADO porque comprende: i) un kit (Fig 1); ii) una base de datos propietaria de ejercicios; iii) una metodología de aprendizaje (Fig 2); iv) programas de aprendizaje (Fig 3 y Fig 4), v) un software, y vi) una plataforma virtual que permite al usuario acceder a la base de datos, mediante los dispositivos del kit, la metodología y los programas de aprendizaje. 1. A system of virtual, comprehensive and functional kinesiological therapies and exercises in prevention, treatment and rehabilitation, to be performed remotely by the user, CHARACTERIZED because it includes: i) a kit (Fig 1); ii) a proprietary database of exercises; iii) a learning methodology (Fig 2); iv) learning programs (Fig 3 and Fig 4), v) software, and vi) a virtual platform that allows the user to access the database, through the kit devices, the methodology and the learning programs.
2. El sistema de la reivindicación 1, CARACTERIZADO porque el kit comprende al menos un lente de realidad mixta (1). 2. The system of claim 1, CHARACTERIZED in that the kit comprises at least one mixed reality lens (1).
3. El sistema de la reivindicación 2, CARACTERIZADO porque el kit comprende además: un protector resistente al agua para el lente de realidad mixta (3), un auricular inalámbrico resistente al agua (2), al menos un cinturón flotador propietario (4) y un empaque transportable biodegradable. 3. The system of claim 2, CHARACTERIZED in that the kit further comprises: a waterproof protector for the mixed reality lens (3), a waterproof wireless headset (2), at least one proprietary floatation belt (4) and a biodegradable transportable packaging.
4. El sistema de la reivindicación 1, CARACTERIZADO porque la base de datos comprende al menos 200 ejercicios kinesiológicos integrales y funcionales en prevención, tratamiento y rehabilitación originales diseñados previamente y que pueden ser realizados a distancia por el usuario de manera individual, y en donde al menos 100 de estos ejercicios corresponden a ejercicios kinesiológicos, integrales y funcionales en prevención, tratamiento y rehabilitación dedicados para terapia acuática y que pueden ser realizados a distancia por el usuario de manera individual, en un entorno acuático. 4. The system of claim 1, CHARACTERIZED in that the database includes at least 200 comprehensive and functional kinesiological exercises in prevention, treatment and original rehabilitation previously designed and that can be performed remotely by the user individually, and where at least 100 of these exercises correspond to kinesiological, comprehensive and functional exercises in prevention, treatment and rehabilitation dedicated to aquatic therapy and that can be performed remotely by the user individually, in an aquatic environment.
5. El sistema de la reivindicación 1, CARACTERIZADO porque los programas de aprendizaje contienen un arreglo de distintos tipos de ejercicios integrales y funcionales para el usuario en contextos específicos, en donde los programas pueden ser escogidos de la lista que comprende: programa kinesiológico regular (Kaibaz) y programa kinesiológico para terapias acuáticas (Kaenz). 5. The system of claim 1, CHARACTERIZED in that the learning programs contain an arrangement of different types of comprehensive and functional exercises for the user in specific contexts, where the programs can be chosen from the list that includes: regular kinesiological program ( Kaibaz) and kinesiological program for aquatic therapies (Kaenz).
6. El sistema de la reivindicación 1, CARACTERIZADO porque la plataforma virtual comprende: un sistema de cuentas de usuario, al menos un código QR y al menos una interfaz gráfica para acceder a los contenidos de la plataforma mediante un dispositivo móvil. 6. The system of claim 1, CHARACTERIZED in that the virtual platform comprises: a user account system, at least one QR code and at least one graphical interface to access the contents of the platform through a mobile device.
7. Una metodología de ejercicios digitalizada en un software de aprendizaje de terapias y ejercicios kinesiológicos virtuales, integrales y funcionales en prevención, tratamiento y rehabilitación para ser realizados de manera remota por el usuario, CARACTERIZADO porque comprende: i) Descargar la aplicación móvil (del programa de aprendizaje), ii) crear una cuenta de usuario, ingresando un correo electrónico y una contraseña en la plataforma web del sistema de terapias y ejercicios virtuales, iii) adquirir el kit del sistema de terapias y ejercicios virtuales adecuado, iv) adecuar la aplicación móvil al dispositivo móvil propio del usuario para a reproducción adecuada de contenidos y uso correspondiente con el kit adquirido mediante un código QR, iv) etapa de preparación de la sesión, en función de los requisitos e instrucciones correspondientes de cada programa, v) etapa de selección de los objetivos de la sesión, vi) etapa de realización de la sesión aplicando una metodología de ejercicios digitalizada en un software, y finalmente vii) etapa de evaluación y seguimiento de la sesión. 7. A digitized exercise methodology in a software for learning virtual, comprehensive and functional kinesiological therapies and exercises in prevention, treatment and rehabilitation to be performed remotely by the user, CHARACTERIZED because it includes: i) Downloading the mobile application (from learning program), ii) create a user account, entering an email and a password on the web platform of the virtual therapy and exercise system, iii) acquire the appropriate virtual therapy and exercise system kit, iv) adapt the mobile application to the user's own mobile device for the proper reproduction of content and corresponding use with the kit purchased through a QR code, iv) session preparation stage, based on the requirements and corresponding instructions of each program, v) stage selection of the objectives of the session, vi) stage of carrying out the session applying an exercise methodology starts digitalized in a software, and finally vii) stage of evaluation and follow-up of the session.
8. La metodología de la reivindicación 7, CARACTERIZADA porque la aplicación móvil, corresponde a la aplicación móvil del programa que el usuario desee utilizar, que puede ser escogido de la lista que comprende: programa kinesiológico regular (Kaibaz) y programa kinesiológico para terapias acuáticas (Kaenz). 8. The methodology of claim 7, CHARACTERIZED in that the mobile application corresponds to the mobile application of the program that the user wishes to use, which can be chosen from the list that includes: regular kinesiological program (Kaibaz) and kinesiological program for aquatic therapies (Kaenz).
9. La metodología de la reivindicación 8, CARACTERIZADA porque el kit asociado para el programa regular comprende al menos un lente de realidad mixta (1). 9. The methodology of claim 8, CHARACTERIZED in that the associated kit for the regular program comprises at least one mixed reality lens (1).
10. La metodología de la reivindicación 8, CARACTERIZADA porque el kit asociado para el programa de terapias acuáticas comprende al menos un lente de realidad mixta (1), un protector resistente al agua para el lente de realidad mixta (3), un auricular inalámbrico resistente al agua (2), al menos un flotador propietario (4) y un empaque transportable biodegradable. 10. The methodology of claim 8, CHARACTERIZED in that the associated kit for the aquatic therapy program comprises at least one mixed reality lens (1), a waterproof protector for the mixed reality lens (3), a wireless headset waterproof (2), at least one proprietary float (4) and biodegradable transportable packaging.
11. La metodología de la reivindicación 7, CARACTERIZADA porque el código QR se encuentra asociado a cada kit y/o disponible para cada programa respectivo en la plataforma web. 11. The methodology of claim 7, CHARACTERIZED in that the QR code is associated with each kit and/or available for each respective program on the web platform.
12. La metodología de la reivindicación 7, CARACTERIZADA porque la etapa de preparación de la sesión correspondiente al programa kinesiológico regular, comprende requisitos mínimos e instrucciones, en donde los requisitos corresponden a las condiciones mínimas que el usuario necesita para la realización óptima de la sesión, incluyendo los siguientes: el usuario debe estar con ropa cómoda y zapatillas, para hacer ejercicio en un lugar amplio y sin obstáculos en su hogar, pudiendo además el usuario usar cualquier auricular o escuchar directamente a partir de los parlantes del celular; y en donde las instrucciones son las siguientes: 1) Hacer clic en el logo de la aplicación del programa kinesiológico regular; 2) introducir el smartphone con la cámara frontal hacia adelante en el visor del lente de realidad mixta; 3) iniciar sesión en la plataforma asociada con el programa kinesiológico regular. 12. The methodology of claim 7, CHARACTERIZED in that the stage of preparation of the session corresponding to the regular kinesiological program, includes minimum requirements and instructions, where the requirements correspond to the minimum conditions that the user needs for the optimal performance of the session, including the following: the user must wear comfortable clothes and slippers, to exercise in a large and unobstructed place at home, and the user can also use any headset or listen directly from the speakers of the mobile; and where the instructions are as follows: 1) Click on the logo of the application of the regular kinesiological program; 2) insert the smartphone with the front camera facing forward into the viewfinder of the mixed reality lens; 3) login to the platform associated with the regular kinesiological program.
13. La metodología de la reivindicación 7, CARACTERIZADA porque la etapa de preparación de la sesión correspondiente al programa kinesiológico para terapias acuáticas, comprende requisitos mínimos e instrucciones, en donde los requisitos corresponden a las condiciones mínimas que el usuario necesita para la realización óptima de la sesión, incluyendo los siguientes: el usuario debe estar en una piscina, con su traje de baño y ponerse el cinturón flotador en su cintura; ; y en donde las instrucciones son las siguientes: 1) enlazar el auricular inalámbrico del kit con el dispositivo móvil del usuario; 2) hacer clic en el logo de la aplicación asociada con el programa kinesiológico para terapias acuáticas; 3) introducir el dispositivo móvil en el protector resistente al agua y con la cámara frontal hacia adelante en el visor del lente de realidad mixta; 4) iniciar sesión en la plataforma asociada con el programa kinesiológico para terapias acuáticas. 13. The methodology of claim 7, CHARACTERIZED in that the preparation stage of the session corresponding to the kinesiological program for aquatic therapies, includes minimum requirements and instructions, where the requirements correspond to the minimum conditions that the user needs for the optimal performance of the session, including the following: the user must be in a swimming pool, with his bathing suit and put the float belt on his waist; ; and where the instructions are as follows: 1) pair the wireless headset of the kit with the user's mobile device; 2) click on the logo of the application associated with the kinesiological program for aquatic therapies; 3) insert the mobile device in the waterproof protector and with the front camera facing forward in the viewfinder of the mixed reality lens; 4) log in to the platform associated with the kinesiological program for aquatic therapies.
14. La metodología de la reivindicación 7, CARACTERIZADA porque la etapa de selección de los objetivos para el programa kinesiológico regular comprende el siguiente formato: al iniciar la sesión, aparecerán en el visor del usuario diferentes "virus" que el usuario deberá eliminar, como parte de la dinámica de ejercicios de la correspondiente sesión de ejercicios escogida. Posteriormente, en su ambiente virtualizado, aparecerán tres rectángulos de color café correspondientes a las tres opciones disponibles al usuario, quien deberá elegir en función de su(s) objetivo(s) y duración, incluyendo: 1) Mejorar Salud (~7 minutos); 2) Eliminar Dolor (~14 minutos) y 3) Reducir Grasa (~21 minutos). El usuario entonces elige su opción mediante un puntero que aparecerá en el visor, para lo cual solo deberá mover su cabeza en dirección a la selección escogida y permanecer por al menos unos segundos en la opción a elegir, completándose un círculo alrededor de la opción escogida, como confirmación de la elección. 14. The methodology of claim 7, CHARACTERIZED in that the stage of selecting the objectives for the regular kinesiological program comprises the following format: when starting the session, different "viruses" will appear in the user's viewer that the user must eliminate, such as part of the exercise dynamics of the corresponding exercise session chosen. Subsequently, in your virtualized environment, three brown rectangles will appear corresponding to the three options available to the user, who must choose based on their objective(s) and duration, including: 1) Improve Health (~7 minutes) ; 2) Eliminate Pain (~14 minutes) and 3) Reduce Fat (~21 minutes). The user then chooses his option through a pointer that will appear on the viewer, for which he only has to move his head in the direction of the chosen selection and stay for at least a few seconds in the option to choose, completing a circle around the chosen option. , as confirmation of the choice.
15. La metodología de la reivindicación 7, CARACTERIZADA porque la etapa de selección de los objetivos para el programa kinesiológico para terapias acuáticas comprende el siguiente formato: al iniciar la sesión correspondiente, aparecerán en su visor diferentes animales que deberá salvar, como parte de la dinámica de ejercicios de la correspondiente sesión de ejercicios escogida. Luego en su ambiente aparecerán tres rectángulos azules correspondientes a las tres opciones disponibles al usuario, quien deberá elegir en función de su(s) objetivo(s) y duración, incluyendo: 1) Mejorar Salud (~15 minutos); 2) Eliminar Dolor (~25 minutos) o 3) Reducir Grasa (~45 minutos). El usuario entonces elige su opción mediante un puntero que aparecerá en el visor, para lo cual solo deberá mover su cabeza en dirección a la selección escogida y permanecer por al menos unos segundos en la opción a elegir, completándose un círculo alrededor de la opción escogida, como confirmación de la elección. 15. The methodology of claim 7, CHARACTERIZED in that the stage of selecting the objectives for the kinesiological program for aquatic therapies comprises the following format: when you start the corresponding session, different animals will appear on your viewer that you must save, as part of the exercise dynamics of the corresponding exercise session chosen. Then, three blue rectangles will appear in their environment corresponding to the three options available to the user, who must choose based on their objective(s) and duration, including: 1) Improve Health (~15 minutes); 2) Eliminate Pain (~25 minutes) or 3) Reduce Fat (~45 minutes). The user then chooses his option through a pointer that will appear on the viewer, for which he only has to move his head in the direction of the chosen selection and stay for at least a few seconds in the option to choose, completing a circle around the chosen option. , as confirmation of the choice.
16. La metodología de la reivindicación 7, CARACTERIZADA porque la etapa de realización, comprende una metodología de ejercicios digitalizada en un software, fundamentada en: Razonamiento Clínico; Prescripción del Ejercicio Físico (Frecuencia, Intensidad, Tiempo, Tipo y Densidad); Principios del Entrenamiento (Especificidad y/o Individualidad, Sobrecompensación y/o Sobrecarga, Adaptación y/o Acomodación, Progresión y/o Periodización, Variabilidad y/o Balance, Recuperación, Reversibilidad y Diversión) y Principios Físicos del agua en el caso de Kaenz (Hidrostáticos, Hidrodinámicos e Hidrocinéticos), divididos en 4 fases: a) Calentamiento Previo; b) Entrenamiento Aeróbico; c) Entrenamiento Interválico de Alta Intensidad o High-Intensity Interval Training (HIT); y d) Vuelta a la Calma; en base a todos los cuales irán apareciendo los diferentes ejercicios para cada usuario, pertenecientes a la base de datos de cada programa, presente en la plataforma. 16. The methodology of claim 7, CHARACTERIZED in that the implementation stage comprises a digitized exercise methodology in software, based on: Clinical Reasoning; Physical Exercise Prescription (Frequency, Intensity, Time, Type and Density); Training Principles (Specificity and/or Individuality, Overcompensation and/or Overload, Adaptation and/or Accommodation, Progression and/or Periodization, Variability and/or Balance, Recovery, Reversibility and Fun) and Physical Principles of water in the case of Kaenz (Hydrostatic, Hydrodynamic and Hydrokinetic), divided into 4 phases: a) Pre-heating; b) Aerobic Training; c) High Intensity Interval Training or High-Intensity Interval Training (HIT); and d) Return to Calm; based on all of which will appear the different exercises for each user, belonging to the database of each program, present on the platform.
17. La metodología de la reivindicación 16, CARACTERIZADA porque la etapa de realización comprende además, un parámetro de evaluación de la realización de ejercicios de cada programa, denominado "Evaluación del Indicador Net Promoter Score (NPS)", en donde dicho parámetro es utilizado para evaluar los siguientes elementos utilizados en medición: lealtad, satisfacción usuaria y logro de objetivos; en donde dicho logro se refiere a si se logró el objetivo elegido al inicio de la sesión, mediante tres caras que aparecen en el visor de manera de ir entrenando por esta vía a un algoritmo que determina los ejercicios que deberían aparecer, en donde el algoritmo seleccionará los ejercicios correspondientes en función de los siguientes elementos: programa seleccionado por el usuario; objetivo seleccionado por el usuario; número de sesiones realizadas por el usuario; fase del entrenamiento en que se encuentra el usuario, NPS del usuario y condición de salud del usuario, en donde la condición de salud del usuario se obtendrá a partir de la información declarada por el propio usuario en su cuenta personal creada en la plataforma. 17. The methodology of claim 16, CHARACTERIZED in that the implementation stage also comprises a parameter for evaluating the performance of exercises in each program, called "Evaluation of the Net Promoter Score (NPS) Indicator", wherein said parameter is used to evaluate the following elements used in measurement: loyalty, user satisfaction and achievement of objectives; where said achievement refers to whether the objective chosen at the beginning of the session was achieved, through three faces that appear in the viewer in order to train an algorithm that determines the exercises that should appear in this way, where the algorithm will select the corresponding exercises based on the following elements: selected program by the user; target selected by the user; number of sessions performed by the user; phase of the training in which the user is, NPS of the user and health condition of the user, where the health condition of the user will be obtained from the information declared by the user himself in his personal account created on the platform.
18. La metodología de la reivindicación 17, CARACTERIZADA porque la aparición de los ejercicios correspondiente, varían de acuerdo a cada usuario y a cada parámetro escogido por el usuario, incluyendo los siguientes: i) Según la modalidad acuática o terrestre; ii) según el objetivo del usuario; iii) según el número de sesiones realizadas; iv) según la fase del entrenamiento, v) según el NPS y condición de salud de la persona; en donde el visor va mostrando un círculo en el borde superior derecho con el terapista virtual realizando un ejercicio específico con su nombre, logo e indicando al usuario cómo debe realizarlo de forma auditiva con sus respectivas correcciones, utilizando como medios de entrada de información al software asociado, los sensores del dispositivo móvil incluyendo: Cámaras, giroscopio, acelerómetro, GPS y cualquier otro sensor del dispositivo que permita entregar información del usuario y/o su entorno al software que maneja los contenidos de cada programa en la plataforma e interfaz de usuario. 18. The methodology of claim 17, CHARACTERIZED in that the appearance of the corresponding exercises varies according to each user and each parameter chosen by the user, including the following: i) According to the aquatic or terrestrial modality; ii) according to the purpose of the user; iii) according to the number of sessions carried out; iv) according to the training phase, v) according to the NPS and health condition of the person; where the viewer shows a circle in the upper right edge with the virtual therapist performing a specific exercise with his name, logo and indicating to the user how to do it aurally with their respective corrections, using the software as means of inputting information associated, the sensors of the mobile device including: Cameras, gyroscope, accelerometer, GPS and any other sensor of the device that allows information from the user and/or his environment to be delivered to the software that manages the contents of each program on the platform and user interface.
19. La metodología de la reivindicación 18, CARACTERIZADA porque los ejercicios pueden ser seleccionado de una lista que comprende al menos 100 ejercicios creados específicamente para ser usados en el programa kinesiológico regular y al menos 100 creados específicamente para ser usados en el programa kinesiológico para terapias acuáticas, comprendiendo una base de datos de al menos 200 ejercicios originales personalizados propietarios de la plataforma de la invención. 19. The methodology of claim 18, CHARACTERIZED in that the exercises can be selected from a list that includes at least 100 exercises created specifically to be used in the regular kinesiological program and at least 100 created specifically to be used in the kinesiological program for therapies aquatic, comprising a database of at least 200 original exercises personalized owners of the platform of the invention.
20. La metodología de la reivindicación 19, CARACTERIZADA porque cada uno de los ejercicios creados específicamente para ser usados en el programa kinesiológico regular, tiene nombre de alguna fruta o verdura que puede ser seleccionada de la lista que comprende: Apple, Pumpkin, Squash, Carrot, Cabbage, Watermelon, Pear, Bell Pepper, Orange, Lemon, Brocoli, Lettuce, Corn, Spring Onion, Potato, Mushroom, Cucumber, Tomate, Coconut, Peach, Banana, Mango, Plum, Grape, Egg, Strawberry, Kiwi, Garlic, Radish, y cualquier otro nombre de fruta o verdura correspondiente, en donde el usuario deberá realizar los ejercicios funcionales sin necesidad de desplazarse de su posición original, y en donde posteriormente y de forma virtual aparecerá en su entorno un elemento con la forma de la fruta o verdura correspondiente al ejercicio, para "comérselos" con el puntero, entregando al usuario además información relevante sobre dichos alimentos, como complemento al ejercicio; y en donde además, al finalizar la sesión se incorpora un elemento de superación que comprende "derrotar" a un enemigo virtual y sus secuaces, en donde el enemigo virtual corresponde a Comonstervid- 19, y en donde sus secuaces corresponden a formas de virus aleatorias que aparecerán en el entorno virtual. 20. The methodology of claim 19, CHARACTERIZED because each of the exercises created specifically to be used in the regular kinesiological program, has the name of a fruit or vegetable that can be selected from the list that includes: Apple, Pumpkin, Squash, Carrot, Cabbage, Watermelon, Pear, Bell Pepper, Orange, Lemon, Broccoli, Lettuce, Corn, Spring Onion, Potato, Mushroom, Cucumber, Tomato, Coconut, Peach, Banana, Mango, Plum, Grape, Egg, Strawberry, Kiwi, Garlic, Radish, and any other corresponding fruit or vegetable name, where the user must perform the functional exercises without having to move from their original position, and where later and an element in the shape of the fruit or vegetable corresponding to the exercise will appear virtually in its environment, to "eat" them with the pointer, also providing the user with relevant information about said foods, as a complement to the exercise; and where in addition, at the end of the session, an overcoming element is incorporated that includes "defeating" a virtual enemy and his minions, where the virtual enemy corresponds to Comonstervid-19, and where his minions correspond to random virus forms that will appear in the virtual environment.
21. La metodología de la reivindicación 19, CARACTERIZADA porque cada uno de los ejercicios creados específicamente para ser usados en el programa kinesiológico acuático, tiene nombre de tiene nombre de algún animal marino que puede ser seleccionada de la lista que comprende: BlowFish, BlueWhale, Crab, Crocodile, Dolphin, Eel, Fish, Hammer Head Shark, Jellyfish, KillerWhale, Lobster, Lucerna, Octopus, Oyster, Penguin, Sardine, SeaHorse, Shrimp, Squid, Stingrey, Sunfish, Swordfish, Turtle, Whale, WolfFish, y cualquier otro nombre de animal marino correspondiente, en donde el usuario deberá realizar los ejercicios funcionales sin necesidad de desplazarse de su posición original, en donde el usuario deberá trasladarse por la piscina, imitando su movimiento y en donde posteriormente de forma virtual aparecerá en su entorno un elemento con la forma del animal marino correspondiente al ejercicio para "salvarlo" con el puntero, en donde además al salvarlo, se le entrega al usuario información relevante sobre cada uno de dichos animales; y en donde además, en la última parte de la sesión aparecerá un elemento de finalización de la sesión correspondiente a un monstruo marino legendario a vencer y sus secuaces, en donde el monstruo marino es Boracum. 21. The methodology of claim 19, CHARACTERIZED in that each of the exercises created specifically to be used in the aquatic kinesiological program, has the name of a marine animal that can be selected from the list that includes: BlowFish, BlueWhale, Crab, Crocodile, Dolphin, Eel, Fish, Hammer Head Shark, Jellyfish, KillerWhale, Lobster, Lucerne, Octopus, Oyster, Penguin, Sardine, SeaHorse, Shrimp, Squid, Stingrey, Sunfish, Swordfish, Turtle, Whale, WolfFish, and any another name of the corresponding marine animal, where the user must carry out the functional exercises without having to move from their original position, where the user must move around the pool, imitating their movement and where later a virtual creature will appear in their environment. element in the shape of the marine animal corresponding to the exercise to "save" it with the pointer, where in addition to saving it, the user is given information relevant to each of said animals; and where in addition, in the last part of the session there will appear an element at the end of the session corresponding to a legendary sea monster to be defeated and its minions, where the sea monster is Boracum.
22. La metodología de la reivindicación 17, CARACTERIZADA porque la realización de la sesión comprende además instancias dentro de cada sesión, para la entrega al usuario de consejos y recomendación realizada directamente por los terapistas virtuales mediante la plataforma, software e interfaz de usuario correspondientes a cada programa, incluyendo: recomendaciones respecto de la realización adecuada u óptima de cada ejercicio, correcciones, consejos nutricionales y recomendaciones para mantener un estilo de vida más saludable. 22. The methodology of claim 17, CHARACTERIZED in that the session also includes instances within each session, for the delivery to the user of advice and recommendation made directly by the virtual therapists through the platform, software and user interface corresponding to each program, including: recommendations regarding the adequate or optimal performance of each exercise, corrections, nutritional advice and recommendations to maintain a healthier lifestyle.
23. La metodología de la reivindicación 7, CARACTERIZADA porque comprende elementos de contacto entre usuarios y terapistas virtuales profesionales de la plataforma, incluyendo medios de comunicación vía Redes Sociales y medios digitales dentro y fuera de la plataforma, para responder dudas, educarlos y nutrirlos con contenido específico enviado directamente a los medios de contacto indicados por el usuario en sus cuentas personales. 23. The methodology of claim 7, CHARACTERIZED in that it comprises elements of contact between users and professional virtual therapists of the platform, including means of communication via Social Networks and media. digital inside and outside the platform, to answer questions, educate them and nurture them with specific content sent directly to the means of contact indicated by the user in their personal accounts.
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