Patent classifications
A63B69/322
CAMERA EQUIPPED CYCLE AND COORDINATED PUNCH EXERCISE DEVICE AND METHODS
A punch-and-cycle exercise device is described. The device includes a cycling mechanism, a frame to which a punch-pad is attached, a plurality of delineated target zones arranged on the punch pad, a sensor unit that may include an impact sensor, an accelerometer, and a single or plurality of hall effect sensors, each communicatively connected to the target zones. A control unit communicatively connects with the sensors, a punch-pad mounted camera, and a display. Gloves with built in magnets and/or unique markings/visual identifiers interact with the sensors and/or camera and provide data to the controller to track user success at responding with correct puncing form to illuminated and sequenced punching programs while cycling. Output can be displayed locally or on any paired device.
Martial arts equipment, systems and related methods
A martial arts training system comprising: (a) one or more hand held targets; (b) one or more wearable devices; and (c) trainee log-in hardware installed in said target(s) and said wearable device(s).
ATHLETIC TRAINING APPAREL AND SYSTEM
A training system includes apparel and balls that fasten to the apparel. The apparel includes patches or strips of hook/loop fastener material that couples to strips of the hook/loop fastener material on the balls. The balls are removed during training by an opponent. The balls are placed on the apparel to emphasize training to that region.
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.
Accuracy ball
An accuracy ball has a target strike cover, sensors, grips, and a data core that function in combination to provide a device that a trainer can hold and a fighter can practice striking accurately. The accuracy ball has target aim points that a user attempts to strike. The ball can gather data concerning the user's performance during a workout, including strike: accuracy/precision, strength/force, number and velocity, etc. The target strike cover can provide cushioning, as needed. Internal grasp handles allow the accuracy ball to be held safely by providing protection from errant strikes. Sensors including force plates, accelerometers, gyroscopes, location sensing, temperature, pressure, humidity, etc. can all be incorporated. On/off switch, IO port (such as micro-USB), wireless communication devices, display screen, control switches, etc. can be integrated therein as well. Exported data can be tracked, analyzed, graphed, and used to enhance learning and improve skill-sets.
PHYSICAL TRAINING SYSTEM AND METHODS USEFUL IN CONJUNCTION THEREWITH
A physical activity training system operative in conjunction with at least one physical target with which the trainee is expected to interact in trainee activity modes, the system comprising sensor module/s operative to execute real-time measurements of aspect/s of the trainee's interaction with the target, without imaging the trainee; and an output generator including indicator/s operative to enter selectable trainee-detectable states each for a respective time period, thereby to indicate to the trainee which of the trainee activity modes governs (e.g. is in effect) within each time period, and a processor operative to monitor at least one trainee's interaction with the target within the modes, at least by generating, for storage in computer memory, time-stamped records of the modes or states and associated with the records, trainee scores derivable from the measurements generated by the module.
Surface interactions in a virtual reality (VR) environment
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 generalized surface interactions in the VR environment. The techniques herein leverage controller-less calibration with any type of surface, followed by surface interactions in the VR environment. An example use case is an interactive fitness training session.
A DEVICE FOR PERFORMING MOTOR ACTIVITIES
Disclosed is an apparatus for performing motor activity of punch bag or similar type, the apparatus is capable of generating sensory stimuli and included a body having light sources controlled by a control unit and a sensor.
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.
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.