Patent classifications
A63B2244/102
Boxing fitness device and detection method thereof
The present invention relates to a boxing fitness device and a detection method thereof, the boxing fitness device of the present invention includes a frame, punching zones, prompting devices, sensing devices, a first wearable device, a second wearable device and a computation unit. The punching zones are disposed in the frame and the prompting devices are disposed on the punching zones, respectively. When a left hand or a right hand of a user touches one of the punching zones, the sensing devices can sense a first to-be-sensed part of a first wearable device or a second to-be-sensed part of a second wearable device worn on the hands of the user. As a result, the boxing fitness device and the detection method thereof of the present invention can sense the first to-be-sensed part and the second to-be-sensed part to detect the user's correct punching action.
Resistance-Training Apparatus Compatible with Gloves and Machines
Disclosed are systems and methods for resistance bands that enable the foot to serve as an anchor for the upper body. The disclosure enables the concurrent use of sparring gloves without restraining the use of hands or feet, allowing one to move about freely while still benefiting from the resistance bands. And the disclosure provides the option of being used interchangeably with exercise machines. Such methods, apparatuses, and systems are form fitting to the hand and feet and provide safe hand/foot support, so as to reduce the potential for injury regardless of increase in muscle activation and strengthening.
SPORTS COMPETITION SERVER HOSTING GAMES BETWEEN REMOTE OPPONENTS USING PHYSICAL SPORTS IMPLEMENTS IN REAL-TIME
Real-time sports competition is hosted by a server between remote opponents. The interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition with projectiles. Opponents are paired for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete. A competitive sports game is hosted between the paired opponents by receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and impact force against a projectile. A winner of the competitive sports game can be determined.
SYSTEM FOR SUPPORTING A MOVEMENT EXERCISE OF A PERSON WITH AN OBJECT, METHOD AND COMPUTER PROGRAM PRODUCT
The present disclosure relates to a system for supporting a movement of a person with an object. The system comprises a detection device configured to detect an actual state of the object. The system also comprises a sensor arrangement, which is configured to record at least one physiological parameter of the person. The system also comprises a determination device configured to determine a target state of the object based on the detected physiological parameter. The system furthermore comprises a display device configured to display an indication when the actual state differs from the target state. The present disclosure further relates to a method and a computer program product.
Interactive exercise and training system and method
A virtual reality (VR) system comprising a head-mounted display (HMD) and handheld controller set is enhanced to provide a more realistic end user VR experience, e.g., for boxing or other interactive training. In this approach, and in lieu of simply establishing a boundary area for the VR experience, the user also maps a position of a real-world object into a reference frame of the VR environment. This mapping is facilitated using the handheld controller itself, e.g., as positioned in a backwards-facing manner on the user's forearm. The real-world object is then simulated in the 3D VR environment as rendered by the VR HMD, and the user interacts with the real-world object (or its simulation) to provide a more enjoyable and useful interactive experience.
TRAINING BELT
A waist belt having at least two rectangular blocks secured thereon, wherein the blocks are removeable and adjustable in height and width, and wherein the blocks are of sufficient length and width to keep the wearer's arms and back in the correct fighting position.
Impact Sensor Embedded Protector with Nine-Axis Inertial Measurement Unit for Scoring Combative Sports
A motion tracking device for tracking athletic movement for accurate competitive scoring, the device having a nine-axis inertial measurement unit comprising a three-axis magnetometer, a three-axis accelerometer and a three-axis gyroscope and at least one other type of sensor.
RESISTANCE TRAINING GLOVE
A resistance training glove device having a glove casing for attachment to an individual's hand. The glove casing includes a first member and a second member. The first and second members are attachably connected to one another to collectively form the glove casing. The first member has a body element which includes an enclosed tank for receiving and storing fluid. The second member includes a handle bar element, a cuff element and a reception cavity. The reception cavity receives the individual's hand when the glove casing is attached to the individual's hand. The stored fluid in the glove casing provides a weighted resistance to the individual during movement of the attached glove casing.
BOXING GAMING DEVICE
The present invention provides a gaming system for playing a boxing inspired game. The gaming device includes two vests that communicate with each other and keep score via wireless technology. The game is played by two players at a time with the general objective being for a player to hit their opponent's vest as many times as possible within the designated time period. The device allows players to engage in three different modes. Score tracking is announced by audio and does not require any additional devices for viewing the score.
METHODS AND DEVICES FOR INTERACTIVE EXERCISING
A method for interactive exercising comprises performing punches to a target portion or throws of throwing implements to a target portion by an athlete and setting the exercising complexity.
Embodiments of the method and device for implementing thereof provide for simulating motions of a sparring partner by producing the target portion forced oscillations of various types: periodic, and/or damped, and/or aperiodic, and adjusting the target portion forced oscillation parameters, for displacing and swinging the target portion when any objects approaching the target portion are detected, and for adjusting the time of response to an approaching object.