Patent classifications
A63B2071/0636
QUANTITATIVE, BIOMECHANICAL-BASED ANALYSIS WITH OUTCOMES AND CONTEXT
Systems and methods are disclosed for generating a 3D avatar using a biomechanical analysis of observed actions with a focus on representing actions through computer-generated 3D avatars. Physical quantities of biomechanical actions can be measured from the observations, and the system can analyze these values, compare them to target or optimal values, and use the observations and known biomechanical capabilities to generate 3D avatars.
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.
ELECTRONIC DEVICE FOR PROVIDING FEEDBACK FOR SPECIFIC MOVEMENT USING MACHINE LEARNING MODEL AND OPERATING METHOD THEREOF
An operating method of an electronic device includes receiving a program including a machine learning model generated by performing machine learning using, as training data, information on a plurality of skeletons associated with a specific motion of an expert and/or a professional athlete associated with a specific sport, information on a plurality of angular velocities associated with the specific motion, and/or a plurality of pieces of evaluated information associated with the specific motion, which are accumulated in a server, from the server, and executing the program and receiving information on second angular velocity for the specific motion of a user of the electronic device from a swing practice device based on execution of the program.
AUGMENTED REALITY BASED INTERACTIVE SPORTS DEVICE USING LIDAR SENSOR
According to an augmented reality based interactive sports device using a LiDAR sensor proposed in the present invention, it is possible to allow enjoying sports indoors only with the user's body without requiring a user to wear a separate object or device by projecting an image for sports content on the floor and tracking a user motion of the sports content using the LiDAR sensor to control the interaction between the sports content and the user, allow using the floor surface efficiently due to wide range of motion tracking, and allow quickly and accurately tracking a motion of each user by tracking a user motion using two LiDAR sensors even when multiple users are using sports content at the same time.
Timeline and media controller for exercise machine
A program is presented to a user including a stream of content including a first auditory content and a first visual content related to the workout. A context state of the user participating in the workout is determined based on information from a sensor. A responsive content is selectively added based on the context state of the user to the stream of content in a manner that avoids conflict with the stream of content.
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.
Method, virtual reality device, system, and non-volatile storage media for providing virtual realistic scenes
The present invention relates to a method for providing virtual realistic scenes, a VR device, a system, and a nonvolatile storage medium. Virtual outdoor realistic sports scenes are generated via the VR device while a user is running motion on a treadmill apparatus. In addition, the virtual outdoor realistic sports scenes can be changed based on different motion states.
SYSTEMS AND METHODS FOR AUGMENTED REALITY-BASED INTERACTIVE PHYSICAL THERAPY OR TRAINING
In some aspects, the disclosure is directed to methods and systems for body tracking systems and augmented reality interfaces. These systems provide an augmented reality application that enables a user to accurately perform physical therapy or training exercises at home and enable real time monitoring and communication between the user and a remote physician or trainer. Using motion tracking capabilities of depth cameras and/or multiple camera setups, the system can create a real time three dimensional model that mirrors or guides the patient's movements and can show the patient how to properly perform an exercise with dynamic interactive feedback. The tracking capabilities further provide physicians with detailed measurements as well as tracking improvements or degradations over time, and guide positions may be adjusted to provide further instruction or training as necessary.
Full scale practice, training and diagnostic system method and software medium including highlighted progression illuminations and field embedded pressure sensors for use by positional players in sole and team-based sports as well as other non-athletic training applications
A full scale practice, training and diagnostic system, method and software medium for providing highlighted progression and tempo illuminations of a practicing player in a first variant. Additional variants provide for field embedded pressure sensors in the field/court surface, as well as on the individual training or practicing person or player, in order to provide each of impact/injury analysis as well as multi-dimensional sensor profile analysis for a given practice activity.
Interactive network game with game conditions altered based upon group physical activity
There is disclosed a system for conducting multi-member group competitions involving physical exertion, the system includes a competition server that serves to designate a set of parameters for a competition involving at least two competing groups of individuals engaged in physical activity, the set of parameters defining a win condition requiring physical activity to be completed by at least two separate individuals within each group. The system further receives data representative of physical activity of multiple individuals in a first group, receives data representative of physical activity of multiple individuals in a second group, determines whether the win condition has been satisfied by the first group or the second group, and identifies a winner as the first group or the second group that completed the win condition.