Patent classifications
A63B2024/0096
Exercise and communications system and associated methods
An exercise and communications system includes an interactive device, a remote device, and an external device, wherein the interactive device is configured to gather data relating to a user of the system and transmit the same to the remote device, and the remote device is configured to provide analyze the data and transmit a response to the interactive device, which in turn communicates the response to the user and additionally communication with an external device for retrieval of instructions, programs, and data, inter alia. An exercise and communications system facilitates communication between a plurality of users, each having an interactive device and a remote device.
DEVICE FOR CARRYING OUT MOVEMENTS BY SHIFTING THE CENTER OF GRAVITY AND/OR ACTUATING MUSCLES OF A HUMAN BODY
A device is used for carrying out movements by shifting the center of gravity and/or actuating muscles of a human body. A user lies on the device and shifts the center of gravity by moving his or her hip region in order to incline a movable part of the device including the user's own body in different directions. Furthermore, the user wears video goggles or the like during the process and can move in a virtual environment using the overall system, which includes the video goggles and the movement device and can interact with these. The movements caused by the user can be generated solely using gravity by shifting the center of gravity. Additionally, the movements of the device are influenced by motors or dampers arranged in or on the device.
INTERACTIVE APPARATUS AND METHODS FOR MUSCLE STRENGTHENING
An interactive exercise system with apparatus and methods to optimize muscle strength for rehabilitation, to improve or maintain fitness, and to enhance the performance of athletes. The system uses an electronically controlled linear actuator to generate resistance against the muscular force exerted by the user. The system includes sensors configured to detect acceleration, speed, velocity, position, direction of movement, duration, and the force applied by the user. A control system preferably continuously monitors the sensors, and instantaneously adjusts the adaptive actuator. This provides a proportional counterforce to the user force throughout the entire range-of-motion. A display panel allows the user to interact with the system in real-time. The objective of the user is to synchronize the exercise performance with a selected target goal, by correlating the user's movement relative to a position on a display panel.
Method and System for Using Artificial Intelligence to Independently Adjust Resistance of Pedals Based on Leg Strength
A method is disclosed for using an artificial intelligence engine to modify resistance of pedals of an exercise device. The method includes generating, by the artificial intelligence engine, a machine learning model trained to receive measurements as input, and outputting, based on the measurements, a control instruction that causes the exercise device to modify, independently from each other, the resistance of the pedals. While a user performs an exercise using the exercise device, the method includes receiving the measurements from sensors associated with the pedals. The method includes determining, based on the measurements, a quantifiable or qualitative modification to the resistance provided by a pedal of the pedals. The resistance provided by another pedal of the pedals is not modified. The method includes transmitting the control instruction to the exercise device to cause the resistance provided by the pedal to be modified.
INDOOR CYCLE MACHINE PROVIDING USER WITH VIRTUAL EXPERIENCE AND EXERCISE WITHOUT STRAINING KNEE
Disclosed is an indoor cycle machine providing a user with virtual experience and exercise without straining knees, the indoor cycle machine comprising: a main body rotatably coupled onto a floor portion; a vertical support having one end coupled to the floor portion and an opposite end formed with a vertical through-hole; and a saddle support having one end coupled to an upper end of the main body and an opposite end formed with a saddle, in which the saddle support passes through the vertical through-hole such that the saddle support is rotatable inside the vertical through-hole, wherein the main body is rotated on the floor portion whenever the user steps on a pedal formed on the main body.
EXERCISE DEVICE
In general, an exercise device includes a handle having a first end and a second end. A curved member is coupled to the first end of the handle. A movable member is coupled to the curved member, with the movable member configured to travel along a length of the curved member, where the movable member has a first portion and a second portion, and the second portion is configured to move relative to the first portion. An elongate member has a first end and a second end, and the first end of the elongate member is coupled to the second portion of the movable member. A weight is coupled to the second end of the elongate member.
Golf Swing Analysis System
A virtual play system is composed of a mobile terminal 2 worn by a player P, a virtual play display terminal 6 provided with a display unit 86, and a cloud server 4 capable of communicating with the mobile terminal 2 and the virtual play display terminal 6. The mobile terminal 2 includes a data analysis unit that transmits first measurement data obtained by measuring and quantifying an actual motion of player P during play and second measurement data obtained by measuring and quantifying the motion of player P during simulated play to the cloud server 4, and the cloud server 4 includes a virtual play data generation unit that calculates virtual play data based on the first measurement data and the second measurement data, and the virtual play display terminal 6 displays the virtual play data.
FITNESS-BASED GAME MECHANICS
Embodiments provide techniques for rewarding users within a computer game for performing fitness activity. One embodiment determines a physical world fitness gaming objectives for a first user. Physical activity of the first user is monitored using one or more fitness devices to collect user fitness data. The user fitness data is analyzed to determine whether the first user has completed the one or more physical world gaming objectives. Upon determining a first one of the one or more physical world gaming objectives has been completed, embodiments determine one or more game rewards corresponding to the completed first physical world gaming objective and grant the first user the one or more game rewards within the first computer game.
Training equipment to improve the ability of cognition and memory and the muscle power of upper and lower limb and training method thereof
The present invention relates to training equipment for improving the ability of memory and cognition, and muscle power, and a training method using the training equipment. In particular, the present invention relates to training equipment for improving the ability of memory and cognition, and muscle power (upper and lower limb muscle power), the training equipment including: a lower limb muscle power exercise module that includes pedals for strengthening the muscle power of user's lower limbs and/or a handle for steering; a display that implements traveling in a virtual space for memory ability training of the user; and a training unit that improves cognition ability and/or muscle power of the user on the basis of driving data of the lower limb muscle power exercise module, thereby being able to complexly support memory ability training, lower limb muscle power exercise, and upper limb muscle power exercise of rehabilitation patients, patients with dementia, and/or patients with cognitive impairment.
COMBINATION GESTURE GAME MECHANICS USING MULTIPLE DEVICES
Embodiments provide techniques for altering a virtual world based on combinational input gestures. Embodiments retrieve a definition for a combinational gesture within a computer game, the definition specifying physical actions to perform according to a specified timing schedule in order to successfully perform the combinational gesture. User activity is monitored to detect when a first user input from a first input devices sufficiently matches a first predefined pattern of user input corresponding to a first physical action, and to detect when a second user input from a second input device sufficiently matches a second predefined pattern of user input corresponding to a second physical action. Embodiments determine that the first and second user inputs were performed according to the timing schedule specified in the definition. A status of at least one aspect of a virtual world for the computer game is altered, based on performance of the combinational gesture.