Patent classifications
A63F2250/1094
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.
Neural animation layering for synthesizing martial arts movements
In some embodiments, the dynamic animation generation system can provide a deep learning framework to produce a large variety of martial arts movements in a controllable manner from unstructured motion capture data. The system can imitate animation layering using neural networks with the aim to overcome challenges when mixing, blending and editing movements from unaligned motion sources. The system can synthesize movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, but also reconstruct signature motions of different fighters. For achieving this task, the dynamic animation generation system can adopt a modular framework that is composed of the motion generator, that maps the trajectories of a number of key joints and root trajectory to the full body motion, and a set of different control modules that map the user inputs to such trajectories.
Roulette game cycle optimization and methods for synchronizing game cycles of double roulette wheels
A roulette wagering system is described that includes a roulette machine configured to operate live roulette games in which a roulette ball is launched into an angled annular track encircling a roulette wheel. A controller associated with the roulette machine may regulate one or more inertial values associated with the roulette ball. A bet close time of a betting window associated with the live roulette games may be determined based on the one or more inertial values associated. A rotation velocity of the roulette wheel may be adjusted subsequent to a bet close time of a live roulette games. Game cycle events may be detected using audio associated with the live roulette games and audible and/or visual effects may be generated based on the audio. A controller associated with the roulette machine may synchronizes the live roulette games operated by the roulette machine with live roulette games operated by one or more additional roulette machines. Bets may be placed based on a player selected betting risk level.
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.
ROULETTE GAME CYCLE OPTIMIZATION AND METHODS FOR SYNCHRONIZING GAME CYCLES OF DOUBLE ROULETTE WHEELS
A roulette wagering system is described that includes a roulette machine configured to operate live roulette games in which a roulette ball is launched into an angled annular track encircling a roulette wheel. A controller associated with the roulette machine may regulate one or more inertial values associated with the roulette ball. A bet close time of a betting window associated with the live roulette games may be determined based on the one or more inertial values associated. A rotation velocity of the roulette wheel may be adjusted subsequent to a bet close time of a live roulette games. Game cycle events may be detected using audio associated with the live roulette games and audible and/or visual effects may be generated based on the audio. A controller associated with the roulette machine may synchronizes the live roulette games operated by the roulette machine with live roulette games operated by one or more additional roulette machines. Bets may be placed based on a player selected betting risk level.
ROULETTE GAME CYCLE OPTIMIZATION AND BALL SELECTION
A roulette machine having a launch device including an automatic ball-change magazine is described. The magazine includes a revolving mechanism positioned over a plate with a through hole. The magazine stores a plurality of roulette balls for future use and facilitates changing a current game ball for a next ball once the current game ball has been used a predetermined number of times. A roulette ball change is facilitated by rotating the revolving mechanism sufficient to trap the current game ball and prevent it from being used, then rotating the revolving mechanism further to release the next ball from storage. The magazine further facilitates the utilization of a special ball for one game cycle in place of the current game ball and then switching back to the current game ball at the conclusion of the one game cycle.
NEURAL ANIMATION LAYERING FOR SYNTHESIZING MOVEMENT
In some embodiments, the dynamic animation generation system can provide a deep learning framework to produce a large variety of martial arts movements in a controllable manner from unstructured motion capture data. The system can imitate animation layering using neural networks with the aim to overcome challenges when mixing, blending and editing movements from unaligned motion sources. The system can synthesize movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, but also reconstruct signature motions of different fighters. For achieving this task, the dynamic animation generation system can adopt a modular framework that is composed of the motion generator, that maps the trajectories of a number of key joints and root trajectory to the full body motion, and a set of different control modules that map the user inputs to such trajectories.
Neural animation layering for synthesizing movement
In some embodiments, the dynamic animation generation system can provide a deep learning framework to produce a large variety of martial arts movements in a controllable manner from unstructured motion capture data. The system can imitate animation layering using neural networks with the aim to overcome challenges when mixing, blending and editing movements from unaligned motion sources. The system can synthesize movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, but also reconstruct signature motions of different fighters. For achieving this task, the dynamic animation generation system can adopt a modular framework that is composed of the motion generator, that maps the trajectories of a number of key joints and root trajectory to the full body motion, and a set of different control modules that map the user inputs to such trajectories.
FINGER-WEARABLE ANTI-STRESS DEVICE
A finger-wearable anti-stress device having a ring and a main body is provided. The ring extends along and about a rotation axis and delimits a finger seat suitable for housing at least partially a finger of a user. A ring seat is provided in the main body, in which the ring is rotationally engaged with respect to the main body to allow rotation of the main body with respect to the ring and about the rotation axis due to a torque imposed by the finger of the user on the ring. The finger-wearable anti-stress device has a revolution counter sensor configured to count a number of complete relative rotations between the ring and the main body.