A63B2071/0641

Athletic Activity User Experience and Environment

User activity including both athletic activity (e.g., running, walking, etc.) and non-athletic activity (shopping, reading articles, etc.) may be monitored and tracked by an athletic monitoring and tracking device and service. The user activity may be used to award a user with an amount of virtual currency to encourage the user to continue various activities. In one example, users may use the virtual currency to purchase or otherwise acquire various products, services, discounts and the like. A user may track an amount currency earned and/or needed relative to an amount required to acquire a desired product or service. Additionally or alternatively, a visual appearance of a user device (e.g., a watch or athletic activity band) may change based on the user's activity level, an amount of virtual currency earned and the like.

System and method for range of motion analysis and balance training while exercising
10561900 · 2020-02-18 · ·

A system and method for range of motion analysis while exercising, including methods for constructing user movement profiles based on repeated and typical user movements during exercises as are typical for an adult of a user's age, weight, etc., and capable of warning a user of unhealthy, unsafe, or anomalous movement patterns during exercise, using a balance trainer, range of motion analyzer, and a plurality of sensors in conjunction with an exercise device, in an effort to reduce health risks to users during exercise with an enhanced or mixed reality exercise device.

Athletic Activity User Experience and Environment

User activity including both athletic activity (e.g., running, walking, etc.) and non-athletic activity (shopping, reading articles, etc.) may be monitored and tracked by an athletic monitoring and tracking device and service. The user activity may be used to award a user with an amount of virtual currency to encourage the user to continue various activities. In one example, users may use the virtual currency to purchase or otherwise acquire various products, services, discounts and the like. A user may track an amount currency earned and/or needed relative to an amount required to acquire a desired product or service. Additionally or alternatively, a visual appearance of a user device (e.g., a watch or athletic activity band) may change based on the user's activity level, an amount of virtual currency earned and the like.

Mixed-reality kick tracking and simulation
10525324 · 2020-01-07 · ·

A mixed-reality kick simulation system includes a ball-tracking sub-system configured to generate ball tracking data when the ball is kicked by a user, a near-eye display configured to display mixed-reality virtual objects displayed over physical objects within a user field of view, and a controller. The near-eye display may include a user input device and one or more sensors to determine the field of view of the user defining view vectors representing lines of sight of the. The controller may direct the near-eye display to display a mixed-reality environment including virtual objects within at least a portion of the user field of view, receive ball tracking data of a ball kicked by the user in real-time from the ball-tracking sub-system, and direct the near-eye display to display a virtual object representing a trajectory of the ball within the mixed-reality environment in real-time based on the ball-tracking data.

PROGRAM PRODUCTS, METHODS, AND SYSTEMS FOR PROVIDING LOCATION-AWARE FITNESS MONITORING SERVICES
20240091590 · 2024-03-21 ·

Program products, methods, and systems for providing location-aware fitness monitoring services are disclosed. In an embodiment of the present invention, a method of displaying a route traversed by an athlete equipped with a location-aware portable fitness monitoring device includes the steps of (a) receiving data describing a plurality of satellite navigational system waypoints that are acquired as the athlete engages in a fitness activity, (b) identifying a map area based on a location indicated by the data describing the plurality of satellite navigational system waypoints, (c) determining the route traversed by the athlete based on the data describing the plurality of satellite navigational system waypoints and based on the location of one or more known paths associated with the map area, and (d) displaying the route traversed by the athlete on top of the map area.

System and method for evaluation, detection, conditioning, and treatment of neurological functioning and conditions
11914776 · 2024-02-27 · ·

A system and method for evaluation, detection, conditioning, and treatment of neurological functioning and conditions which uses data obtained while a person is engaged in simultaneously in a range of primary physical tasks combined with defined types of secondary activity, such as listening, reading, speaking, mathematics, logic puzzles, navigation of a virtual environment, recall of past stimuli, etc. The data from the physical and secondary activities are combined to generate a composite functioning score visualization indicating the relative functioning of areas aspects of neurological functioning; including those in which deficiencies may be present, which are early indicators of possible neurological conditions. Through algorithmic recommendations combined with expert and user input, a conditioning regimen targeting neurological aspects of interest paired with periodic testing allows the user to track their progress in these areas over time.

Athletic activity user experience and environment

User activity including both athletic activity (e.g., running, walking, etc.) and non-athletic activity (shopping, reading articles, etc.) may be monitored and tracked by an athletic monitoring and tracking device and service. The user activity may be used to award a user with an amount of virtual currency to encourage the user to continue various activities. In one example, users may use the virtual currency to purchase or otherwise acquire various products, services, discounts and the like. A user may track an amount currency earned and/or needed relative to an amount required to acquire a desired product or service. Additionally or alternatively, a visual appearance of a user device (e.g., a watch or athletic activity band) may change based on the user's activity level, an amount of virtual currency earned and the like.

Athletic activity user experience and environment

User activity including both athletic activity (e.g., running, walking, etc.) and non-athletic activity (shopping, reading articles, etc.) may be monitored and tracked by an athletic monitoring and tracking device and service. The user activity may be used to award a user with an amount of virtual currency to encourage the user to continue various activities. In one example, users may use the virtual currency to purchase or otherwise acquire various products, services, discounts and the like. A user may track an amount currency earned and/or needed relative to an amount required to acquire a desired product or service. Additionally or alternatively, a visual appearance of a user device (e.g., a watch or athletic activity band) may change based on the user's activity level, an amount of virtual currency earned and the like.

Virtual reality bungee trampoline

Embodiments of the present invention provide a system, method and computer program product for a virtual reality bungee trampolining. In one embodiment, a virtual reality bungee trampolining system includes an enclosure, a trampoline disposed within the enclosure and a bungee fixture disposed between the trampoline and a ceiling of the enclosure. The system further includes a virtual reality headset coupled to a mobile computing system that has a wireless network adapter, at least one processor, memory and a display. Finally, the system includes a virtual reality experiential module disposed in the memory of the mobile computing system and executing by the at least one processor. The module includes computer program instructions enabled during execution to perform rendering a virtual reality environment in the display while the virtual reality headset is affixed to an end user harnessed to the bungee fixture over the trampoline.

MARKING ASSIST DEVICE, AND MARKING ASSIST METHOD
20190220658 · 2019-07-18 · ·

A marking assist device includes a memory, a storage that stores an image that records a competition in which a player performs a plurality of skills in a time sequence, and a processor coupled to the memory and configured to acquire a first marking result and a second marking result, the first marking result being marking of each of the plurality of skills based on sensor data on the performing player, the second marking result being inputted by a referee, display first discriminators of the skills included in the first marking result and second discriminators of the skills included in the second marking result while associating the first discriminator with the second discriminator, and when any discriminator is selected from the displayed discriminators, identify a video associated with selected discriminator from the images and displays the identified video.