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US20130065680A1 - Method and apparatus for facilitating strength training - Google Patents

Method and apparatus for facilitating strength training Download PDF

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Publication number
US20130065680A1
US20130065680A1 US13/620,508 US201213620508A US2013065680A1 US 20130065680 A1 US20130065680 A1 US 20130065680A1 US 201213620508 A US201213620508 A US 201213620508A US 2013065680 A1 US2013065680 A1 US 2013065680A1
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exercise
resistance
gaming system
user
video
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US13/620,508
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Vyacheslav Zavadsky
Mykola Sherstyuk
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Tonal Systems Inc
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Application filed by Individual filed Critical Individual
Priority to US13/620,508 priority Critical patent/US20130065680A1/en
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Assigned to JACK POLYMATH LLC reassignment JACK POLYMATH LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SHERSTYUK, MYKOLA, ZAVADSKY, VYACHESLAV
Assigned to TONAL SYSTEMS, INC. reassignment TONAL SYSTEMS, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: JACK POLYMATH LLC
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Definitions

  • Wii Fit and related games uses Nintendo Wii video gaming system and Wii Balance board peripheral.
  • the exemplary games include Electronics Arts Sports Active 2, The biggest loser challenge, Active Life Explorer, Just Dance 2, Wii Fit Plus, Walk It out, Zumba Fitness, NFL training camp, etc.
  • a number of games uses Microsoft Kinect peripheral for XBOX 360 video gaming system.
  • Microsoft Kinect uses a video camera to track player pose and enable interaction with the player. Examples of game titles for Microsoft Kinect include Your Shape Fitness Evolved, Zumba Fitness, The biggest loser challenge Ultimate, Electronics Arts Sports Active, etc.
  • a growing number of video games relies on smartphones and tablets as a video gaming system. Examples include Walk n′ Play, Wellness Workout, Runkeeper Pro, etc. Some game, such as YourSelf fitness use home computer as a video gaming system.
  • the video games mentioned above direct user through various aerobic and strength training exercises and incorporate the exercises into various fun activities.
  • Strength training and aerobic exercises are two distinct kind of exercises with distinct training machines and techniques. Aerobic training involves long-term repetitive use of non-specific large muscle groups aiming at targeting cardiac and pulmonary systems. In contrast, strength training (strengthening) involves generation of a contraction of a specific muscle(s) for a number of repetitions and sets to quickly exhaust the muscle(s) aiming at increasing strength of the muscle(s).
  • Efficient strengthening requires manipulation of resistance and exercise regime. Some of the exercise, such as pull ups, push ups, squats, etc use just body weight to provide resistance force. However, most of efficient exercise regimes require use of resistance devices, such as dumbbells, resistance bands, isometric exercise devices, strength training machines, and so on.
  • Existing exercise video games provide a lot of capabilities to enable aerobics exercises. Most of the games enable strength training where body mass is used as resistance. Some of the games encourages uses of a limited number of resistance devices (free weights, resistance bands). However, those games are not aware of the level of resistance provided nor can control it, that prevents from engaging in an efficient strength training exercise regime.
  • weight type device which uses weights to provide the necessary resistance.
  • these weight type devices have several disadvantages. They are cumbersome to move since they are generally associated with a frame and bench assembly and the weights need to be moved when the equipment is moved. In addition, these devices may cause injury to an inexperienced user since the weights may be dropped suddenly. Further, when weights are lifted an inertia of movement is created which tends to provide unevenness in the operating resistance during the exercising process.
  • each exercise it is also desirable to perform a number of repetitions of each exercise, such as eight to twelve, so as to fatigue the muscle(s) being exercised. Because the capability of the muscles to perform the exercise decreases with each repetition, a weight which is less than the maximum which can be lifted is usually selected for the exercise.
  • a preferred form is to have the weight for each repetition to be the maximum for that repetition; i.e. the weight should change with each repetition.
  • the therapeutic exercise is the prescription of bodily movement to correct an impairment, improve musculoskeletal function, or maintain a state of well-being. It may vary from highly selected activities restricted to specific muscles or parts of the body, to general and vigorous activities that can return a convalescing patient to the peak of physical condition.
  • WII fit uses balance board and a simple remote controller to drive interactive games and virtual personal training.
  • the success of WII fit is based on the facts that (a) is is a gadget (small, non-expensive) (b) it is easy to use (c) it is coupled with highly interactive and entertaining gaming activity.
  • WII Fit does not provide resistance. The resistance exercises are limited to the situations when user's own weight, power cable, or dumbbells are providing resistance. The resistance cannot be controlled by video gaming system
  • aerobic exercise equipment e.g., brake force for a bike or belt speed for a treadmill
  • the parameters of aerobic exercise equipment are relatively easy to adjust by an electronic control.
  • the information on progress of the exercise e.g. distance or calories burned, is easy to compute and feed to a video gaming system.
  • Strength training is equipment is more difficult to couple with video gaming system. First of all, strength training normally require repetitions comprising of concentric and eccentric phases. For an efficient exercise, resistance shall be dependent on one or many of the following: position, repetition number, velocity.
  • U.S. Pat. No 7,278,958 to Morgan describes variable resistance strength training machine.
  • the variation of resistance is achieved by mechanically adjusting able pulley system.
  • the adjustment process is initiated by a human.
  • the machine still requires weight stack and frame and does not coupled with a video gaming system.
  • U.S. Pat. No. 5,645,513 to Haydocy et al. teaches an exercise bike that controls video gaming system, providing game level rewards for achievement during exercise. It limited to aerobic exercise, requires a bulky exercise machine and does not provide for adjusting of exercise equipment parameters by video gaming system.
  • U.S. Pat. No. 6,749,537 to Hickman shows an exercise equipment connected to a local computer, which is in turn connected to a remote system.
  • the patent teaches control of equipment resistance (e.g., exercise bike brake) by a computer system, and provides means for virtual group exercise.
  • equipment resistance e.g., exercise bike brake
  • the patent does not teach energy recuperation during strength trainings repetitions, nor provide means for reinforcing video game environment nor automated personal training during exercise
  • U.S. Pat. No. 4,235,437, Ruis et al, entitled “Robotic Exercise Machine and Method”, discloses a hydraulic driven and controlled apparatus which can be programmed to provide a number of different exercise paths for a user. These paths must be programmed for each new user by a trained technician.
  • the device lacks the simplicity necessary for use in a health club or spa type environment.
  • two separately controlled, hydraulically driven links are required for its operation.
  • U.S. Pat No. 4,919,418 to Miller entitled “Computerized drive mechanism for exercise, physical therapy and rehabilitation”, discloses a microcontroller based strength training machine that provide for both concentric and eccentric exercise. The control is limited to providing constant velocity during repetitions.
  • the patent does not teach energy recuperation during concentric/eccentric repetitions, nor a connection with video gaming system. The device is bulky and can not be used as a gadget.
  • U.S. Pat No. 4,880,230 to Cook teaches a pre-electronic era pneumatic strength training gadget. Device allows to manually adjust resistance, separately for forward and backward movement. However, this invention does not provide for eccentric exercise, Nautilus style exercise, nor for a connection to video gaming system.
  • None of the prior art is concerned with provision of a resistance based strength training closely coupled with a video gaming system that provides a reinforcing video game or a coaching.
  • a video gaming system is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device (a television, monitor, etc.) to display a video game or directly on a portable device like smart phone or PDA (Personal Digital Assistant).
  • video game console is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions.
  • video gaming system is operated to run either entertainment (game), physical training or therapeutic software.
  • video gaming system can be connected to the Internet.
  • the software can be further configured to interact with peer systems or central server to exercise history, settings. In addition to operative connection with the exercise equipment.
  • video gaming system can be coupled with general purpose (key board, mouse, monitor, joystick, camera, microphone) and specialized (position sensors, accelerometers, voltage sensors, heart rate monitors, blood pressure modules) peripheral devices.
  • the exercise software can either reside on video gaming system system or on the server, in the later case the use experience will be provided by some thin client (e.g, browser or Java).
  • video gaming system is distinguishable from specialized exercise computers; as video gaming system can normally be configured to run non only the exercise software, but other games or general purpose software (media player, Internet browser, office productivity suite, etc).
  • WII, XBox, Playstation, Personal computer, netbook, smartphone are examples of video gaming system, while computer embedded into treadmill for entertainment or control is not a video gaming system.
  • the video gaming system comprises a thin device in a proximity to the exercise person and a cloud.
  • a smart phone or Chrome based notebook can actually perform minimum of the computations locally and the rest can be performed by the cloud. Such configurations fell within the scope of invention.
  • Pose tracking is a computer vision technique that allows to trace movement of body parts based on the input from video cameras.
  • the review of various vision based pose tracking techniques can be found in the paper “A Survey of Computer Vision-Based Human Motion Capture” by Thomas B. Moeslund and Erik Granum, Computer Vision and Image Understanding Volume 104, Issues 2-3, November-December 2006, Pages 90-126, which is incorporated here by reference. Fiduciary marks are frequently used to increase the quality of pose tracking and reduce computational requirements. Pose tracking can also be achieved by attaching accelerometers to the body parts of interest and integrating their signals.
  • Virtual group exercise - users can either see their “virtual images”, or see each other by video link, or see each other progress. Users can either exercise simultaneously or independently. The exercise can be organized as a competition or tournament.
  • Strength training is the use of resistance to muscular contraction to build the strength, anaerobic endurance and size of skeletal muscles.
  • the basic principles of strength training involve a manipulation of the number of repetitions (reps), sets, tempo, exercises and force to cause desired changes in strength, endurance, size or shape by overloading of a group of muscles.
  • each rep contains a concentric and eccentric steps, where
  • Concentric-exercise where there is movement in the direction force is applied. (For example when a bar bell is lifted from the floor.)
  • Eccentric-exercise where there is movement in the direction opposite to the direction of the force applied. (For example when a bar bell is lowered to the floor.)
  • Isokinetic - exercise where the speed of exercise motion is held constant during a dynamic contraction, so that external resistive force varies in response to magnitude of muscular force.
  • Integrated electrical motor/alternator an electric mechanical device whose rotor is coupled to a resistance cable. It is used as an electric drive and also as a recuperative brake. Brake energy is converted into electric energy and stored in a battery using an intelligent energy management. Thus, the energy can later be reused for creating of a torque assst or for providing a service driving functions to adjust the resistance cable position and length.
  • the ultra-capacitor could be used instead of or as an addition to the battery. It is capable to deliver up to 10 times the power and longevity of batteries, requires no maintenance and operate reliably in extreme temperatures and vibrations.
  • Exercise professional coach, experienced peer or friend, physiotherapist, kinesiologist, personal trainer, etc.
  • Adjustable resistance - resistance that can be easily adjusted between exercise sets.
  • Variable resistance - resistance that can be varied within individual rep, for example to emulate Nautilus style equipment or force isokinetic exercise.
  • An aspect of the invention is that a video gaming system facilitates strength training exercise and monitors it's progress and is aware of at least approximate resistance force magnitude during the exercise.
  • An aspect of the invention is that the awareness is achieved by communication of information with the exercise device.
  • the video gaming system controls or adjust the resistance by sending a signal, for example a digital wireless signal to the strength training machine.
  • the signal may either specify a resistance setting, or a force curve, or be an applet with program or byte code programming the response.
  • the strength training machine sends a signal, for example a digital wireless signal, indicative of resistance settings or current resistance.
  • a two way communication is established.
  • the communication of information is enabled by sensing techniques, for example computer vision.
  • the software on video gaming system uses a signal from a coupled video camera to analyze the image or video signal, and applies segmentation and computer vision techniques to recognize the selected exercise object or it's settings or use.
  • the exercise progress monitoring is achieved by receiving a signal, for example a digital wireless signal, from the exercise device.
  • a signal for example a digital wireless signal
  • the exercise device may have an accelerometer, and the information about velocity and integrated position is transmitted to the video gaming system.
  • the exercise progress monitoring is achieved by using pose tracking techniques from a video signal using a video camera coupled with the video gaming system.
  • the techniques for exercise progress monitoring could be combined.
  • the data of exercise progress monitoring are used to coach user on exercise techniques.
  • the video gaming system can generate an audio or video signal advising user to improve posture, movement of range, and velocity.
  • An aspect of the invention is that the video gaming systems monitors the velocity during strength training exercise, and generates a signal aiming at achieving a proper velocity.
  • the signal is audio or video signal advising user to improve exercise technique.
  • the signal is digital signals send to the strength training machine to adjust resistance. Both techniques could be used in a consent.
  • An aspect of the invention is that the video gaming system advantageously aware of at least one physiological parameter, for example heart rate, blood pressure, breathing rate, oxygen level in the blood, sugar level , etc.
  • a conventional sensor is attached to the player body.
  • Conventional sensor might be either in a separate enclosure, or be part of an exercise device or game controller.
  • the sensor sends the information to video gaming system over a digital wireless connection.
  • a non-contact to measure a physiological parameter advantageously used.
  • the data from a visible light or infrared video camera coupled with a video gaming system could be analyzed to derive heart rate, breathing rate, and the dynamic of the oxygen level.
  • the video gaming system is advantageously configured to use this information to adjust parameters of the current and/or future exercise to optimize workout effect and reduce the health risks. This is could be achieved by an audio or video indication to the user, or by adjustment of the resistance force by means of sending the signal to the strength training apparatus.
  • the use of other computing devices that are not a video gaming system to use non-contact physiological parameter monitoring (for example, video camera based heart rate monitoring) to tune-up the exercise is an embodiment of this invention.
  • Video camera can be an integral part of the video gaming system.
  • the video gaming system advantageously configured to estimate the level of exhaustion of the user during the exercise, and advantageously uses this information to adjust parameters of the current and/or future exercise to optimize workout effect and reduce the health risks. This could be achieved by an audio or video indication to the user, or by adjustment of the resistance force by means of sending the signal to the strength training apparatus.
  • video gaming system is configured to use monitored parameters to prompt user to adjust exercise technique, such as velocity, range of motion, posture, or effort.
  • An aspect of this invention is that the video gaming system is advantageously configured to use information about progress and time spent during exercise to control a non-directly related activity, for example access to video games or movies, the ratings of movies or artifacts in video games, etc.
  • the strength training apparatus is configured to pulsate (vibrate) resistance by changing it's magnitude (or even dropping it's to zero).
  • the pose tracking and exercise monitoring information is advantageously used by the video gaming system to control the pulsation to optimize workout effect and reduce the health risks.
  • An aspect of the invention is a game controller that can provide variable or adjustable resistance during strength training exercise and therefore forms a strength training machine.
  • the machine is coupled with off-the shelf video gaming system (video gaming system). It could be coupled by a Bluetooth, Zigbee, or TCP/IP over a WiFI wireless connection, or through a wired interface such as USB.
  • video gaming system is off the shelf game console (such as Xbox 360 or WII), or personal computing device, such as desktop computer, notebook, netbook, smartphone, or smart book.
  • controller can provide variable resistance by utilizing a hydraulic apparatus, an electrical hoist, or an electrical linear actuator.
  • video gaming system is configure to run software that supports user during exercise by providing a reinforcing video game experience and coaching the use.
  • the said controller has a microcontroller, that manages the resistance provided to user and communicates with video gaming system.
  • a microcontroller could be a tightly integrated device with wireless interfaces, ADCs and DACs, or on the alternative, a less integrated computing device that communicates through necessary peripherals through a bus.
  • the microcontroller could be a high end application processor or basic 8-bit microcontroller dependent on the embodiment's needs.
  • Microcontroller could be implemented in FPGA or ASIC.
  • microcontroller adjust the resistance based on one or more of the following: position, repetition number, type of exercise, user profile, velocity.
  • Microcontroller could either compute the resistance independently, receive functional dependency from video gaming system, or just receive current force from video gaming system.
  • the microcontroller transmits to video gaming system information on the user progress, such as force, velocity, position, number of repetitions, calories burned, or user's vital signs.
  • the resistance is provided by electric motor configured to generate energy during concentric movement and to use energy during eccentric movement, and this energy is recuperated by storing in a super capacitor.
  • FIG. 1 is overall view of invention when coupled with Nintendo WII.
  • FIG. 2 is overall view of the invention when coupled with a personal computer.
  • FIG. 3 is an overall view of alternative embodiment.
  • FIG. 4 is a diagram of the invention embodied as a wireless power cable with variable resistance.
  • FIG. 5 is an elastic (wrist or ankle) band to assist with video based pose tracking.
  • FIG. 6 is a pair of a weight training gloves to assist with video based pose tracking.
  • FIG. 7 is a schematic diagram for one of the embodiments.
  • FIG. 8 is a diagram of the invention embodied as a wireless power cable with adjustable resistance.
  • FIG. 9 is a graph of resistance force as a function of position during eccentric and concentric steps.
  • FIG. 10 is a known in the art hoist mechanism to provide variable resistance
  • FIG. 11 is a known in the art hydraulic mechanism to provide variable resistance.
  • FIG. 12 is a known in the art electric linear actuator mechanism to provide variable resistance.
  • FIG. 13 is an illustration of online wrestling enabled by the invention.
  • FIG. 14 is an exemplary layout of a screen during computer exercise or physiotherapy.
  • FIGS. 15-16 depict exemplary position/force magnitude curves (“force curve”) for a strengthening exercise that provide massage of the toned muscle by varying of the force magnitude.
  • FIG. 17 depicts a dumbbell with barcode to facilitate weight recognition by a video camera equipped video gaming system.
  • FIG. 18 depicts user exercising with dumbbells while video camera coupled with a video gaming system tracks user posture and recognizes dumbbell weight based on the object of known size.
  • FIG. 19 depicts user exercising with resistance bands, where resistance is recognized using color coded objects.
  • FIG. 20 depicts user exercising with resistance bands, while the resistance level is recognized using color coded bands.
  • FIG. 21 depicts architecture to use points collected during exercise activity to control entertaining games.
  • FIG. 22 is a flow of strength training exercise coaching by a processor of a video gaming system
  • FIG. 23 depicts a user exercising with a door gym
  • FIG. 24 depicts a user exercising with an isometric device
  • FIG. 25 depicts an exemplary screen of a video gaming system used to identify a user.
  • FIG. 26 depicts and exemplary screen of a video gaming system used to analyze user exercise needs.
  • FIG. 27 illustrates dataflow that could be used to compute plurality of exercise options and generate an audio or video signal prompting user to exercise.
  • FIG. 28 depicts an exemplary screen of a video gaming system used to identify a user.
  • FIG. 29 depicts an exemplary screen used by a video gaming system to suggest an exercise.
  • FIG. 30 depicts an exemplary screen used by a video gaming system to coach user to improve exercise technique.
  • FIG. 31 depicts and exemplary screen used by a video gaming system to suggest the user to change the resistance.
  • FIG. 32 depicts an exemplary screen used by a video gaming system to coach user to improve exercise technique.
  • FIG. 32 depicts an exemplary screen used by a video gaming system to inform user that he earned entertaining activity by exercising.
  • FIG. 34 depicts and exemplary game artifact earned by exercise.
  • FIG. 35 depicts an exemplary architecture used to control legacy video games by strength training exercise.
  • FIG. 36 depicts an exemplary video stream attractive to a male user that is obscured and can be unlocked by exercising.
  • FIGS. 37-40 shows screens of a video game during exercise games.
  • FIG. 41 shows an architecture that can be used to enable an exercise professional to monitor or adjust exercise regime provided by the invention.
  • FIG. 42 shows data architecture
  • FIG. 43 shows an implementation of a semi-stationary unit where resistance is provided by electrical motor.
  • FIG. 44 depicts a schematic diagram providing electrical recuperation in rechargeable battery and/or super-capacitor.
  • FIG. 45 depicts a schematic diagram without electrical recuperation.
  • FIG. 46 shows an implementation of a semi-stationary unit where resistance is provided by electrical motor.
  • FIG. 47 shows electrical diagram of the pulley assembly.
  • FIG. 48 shows block with pulley and position sensor.
  • FIG. 49 shows wireless game controller, where resistance is provided by simultaneous eccentric and concentric motion.
  • FIG. 50 shows an exemplary form factor for controller handle.
  • FIGS. 51-52 shows an exemplary form factor for a controller.
  • FIG. 53 shows an exemplary form factor for controller handle.
  • FIG. 54 shows an exemplary form factor for a controller.
  • FIG. 55 shows muscle training apparatus implemented as field upgrade to Nintendo WII balance board.
  • FIG. 56 shows muscle training apparatus implemented as a field upgrade to Nintendo WII balance board.
  • FIG. 57 shows an exemplary block diagram of the handle (see FIG. 50 ) electronic module.
  • FIG. 58 shows strain sensor
  • FIG. 59 shows connections of the strain sensor to MCU.
  • FIG. 60 shows the flow chart of an exemplary algorithm to measure the strain.
  • FIG. 61 shows a treadmill equipped with a video camera.
  • FIG. 62 shows a data flow to use information from video camera.
  • FIG. 1 depicts the muscle training machine 103 coupled with Nintendo WII 102 video gaming system.
  • Nintendo WII 102 is connected to a TV 101 .
  • the muscle training machine 103 is a wireless game controller, further described on FIG. 4 .
  • FIG. 2 depicts the muscle training machine 206 coupled with a desktop home computer 202 .
  • Computer runs an exercise game, that can established link with the training machine 206 through bluetooth adapter 203 .
  • Exercise game takes extra input from keyboard 204 and mouse 201 and provide audio communication to the user through speakers 208 and video communication through monitor 205 .
  • exercise software incorporates the pose tracking subsystem based on open source ARToolKitPlus .
  • the pose tracking subsystem relies on web camera 207 for the video input.
  • FIG. 3 depicts the muscle training machine that is loosely coupled with video gaming system.
  • the machine is embodied as a box 301 with touchscreen 302 , hoist with motor 305 and electronic control module 303 .
  • Electronic control module 303 is similar in design to the module depicted in FIG. 7 , but the microcontroller 702 is replaced with a more powerful Atmel AT91SAM9RL64. On the alternative, a more powerful ARM 11 based microcontroller (such as STMicro STA2065 application processor) is added and communicates with the microcontroller 702 using I2C bus. Further, the bluetooth module 701 is replaced with WIFI module. Other changes apparent to one ordinary skilled in the art might be needed.
  • the box 301 and the blocks 306 are secured to the wall, were blocks 306 are secured at different height.
  • the hoist cable 312 is routed though one of the blocks 306 and is terminated by one of the interchangeable handles 307 .
  • Electronic control module 303 establish WiFi connection to wireless router 309 , that using the Internet 308 provide TCP/IP connection to the internet server 304 .
  • the microcontroller in ECM runs Windows CE operating system, and using Microsoft Silverlight based user interface, allows to select individual exercises and workouts, adjust the resistance, and track the progress.
  • the software communicates with the internet server 304 , which used to store user profiles and distribute data on workouts and exercises.
  • Local computer 311 might run exercise software.
  • the exercise software and electronic control module 303 mutually will try to discover each other using broadcasting on the local network. If TCP/IP communication is established, the exercise software provides exercise coaching and video games enriching the user experience.
  • Optional Wifi camera 310 provides video stream for the pose tracking, which is implemented on either electronic control module 303 or desktop computer 311 .
  • FIG. 4 depicts the embodiment of the invention as a wireless game controller appearing as a power cable.
  • Handles 401 and 405 are connected by cable 406 . Cable is attached to the host powered by the motor 402 connected with electronic control module 403 .
  • handles have several pictures of fiduciary marks 404 .
  • FIG. 5 depicts an elastic band 501 with fiduciary marks 502 that can be worn on wrists or ankles during exercise to facilitate pose tracking.
  • FIG. 6 depicts weight training gloves with images of fiduciary marks 601 , 602 , 603 . Fiduciary marks are located to ensure visibility of at least one of the mark regardless of fingers' and arms' position.
  • FIG. 7 depicts the Electronic Control Module (ECM) electric schematics.
  • ECM Electronic Control Module
  • Serial to Bluetooth data link module D 1 701 provides connection of the Electronic Control Module (ECM) to a standard Bluetooth enabled host (playstation, laptop/desktop computer, PDA, mobile phone. ECM is controlled by firmware of the micro controller D 2 702 . Communication portion of the irmware supports the communication link between ECM and a host. Serial data input RTS and serial data output TXD of module D 1 701 and microcontroller D 2 702 are used to serially connect them.
  • the firmware continuously monitors the output pulses of the incremental optical servo drive shaft encoder M 1 703 .
  • Gear motor M 2 704 works as the ECM servo drive. Gear motor M 2 704 provides a driving torque or provides a resistive torque in active or passive dynamic mode functioning as a controlled brake to maintain the necessary exercise cord tension level. Switches S 5 705 , S 6 706 , S 7 707 , S 8 708 are controlling the polarity of pulse width modulated signal (PWM) supplied to the motor 704 . Pulse Width Modulation (PWM) control signals SC 1 709 , SC 2 710 , SC 3 711 are supplied through the power MOSFETs S 2 712 , S 3 713 , S 4 714 to the gear motor M 2 704 . S 2 712 switch provides PWM of VDD 2 amplitude to the gear motor 704 .
  • PWM pulse width modulated signal
  • VDD is supplied from the main energy source : rechargeable battery V 1 715 through the DC-DC converter D 4 716 or from the alternative energy source: ultra-capacitor C 1 717 .
  • the ultra-capacitor C 1 717 charging/re-charging is controlled by the switch S 4 714 . Charging current is limited by the resistor R 3 718 .
  • the ultra-capacitor C 1 717 provides a high current boosting energy source for the servo drive.
  • the S 3 713 switch provides connection of the motor 704 to the damping resistor R 2 719 .
  • VDD 1 720 level of the battery voltage is monitored by the microcontroller D 2 702 .
  • AN 1 voltage signal 721 monitored by the microcontroller 702 represents the gear servo motor 704 current.
  • AN 3 722 signal monitored by microcontroller 702 represents the charge voltage of the ultra-capacitor C 1 717 .
  • Signal AN 2 723 monitored by microcontroller 702 represents the dumping resistor current for the Motor M 2 704 which could be used for dynamic breaking when negative passive motor torque is used to maintain the level of resistance during the resistance training exercise.
  • Hand grip sensor S 1 724 provides electrical pulses detected from user's hand which allows to calculate current heart beat rate of the user. Pulses are getting amplified by operational amplifier D 3 725 and are getting monitored by the microcontroller D 2 702 . Information about the current user's heart beat rate gets sent to the host computer or video game consul through wireless interface of the module 701 . Information about current acceleration of the ECM is provided by the 3D accelerometer D 5 726 . Video game can show user in real time the better way to perform exercise and at the same time to adjust the resistance level of exercise to maintain the heart beat in the safe range.
  • FIG. 8 depicts wireless game controller for strength training where resistance is provided by dynamic force.
  • the controller comprises 2 handles with embedded heart rate sensors 801 . Handles are connected using plurality of springs 807 . User can adjust the resistance by changing number springs.
  • electronic circuit is placed inside the body 802 .
  • the circuit contains motor 803 attached to a hoist, electronic control module 804 , and battery 805 .
  • the electronic control module (ECM) 804 is designed similar to the electronic control modules depicted on FIG. 7 , however, the capacity of capacitor 717 is substantially reduced as there is no need to provide substantial resistance. Motor is used just to trace the distance between the handles.
  • FIG. 9 depicts exemplary dependence of force 902 from position 901 during one rep of the exercise.
  • concentric step of the exercise motor is configured to use force 903 .
  • Motor generates energy that is stored in the capacitor 717 .
  • eccentric step motor recuperates energy and is configured to use force 904 .
  • Overall energy needed during the eccentric step is smaller than the energy generated during concentric step, which allow for the non-100% recuperation. This is needed in case of wireless embodiment.
  • the force during eccentric step could be higher than during concentric step. Resistance can be provided by various means known in the art depicted on
  • FIGS. 10-12 depict a weight training machine where resistance is provided by an electrical motor/generator. 1001 is frame, 1002 is cable, 1003 is a gear box and 1004 is an electric motor.
  • FIG. 11 depicts a weight training machine where resistance is provided by a hydraulic mechanism. 1101 is handle, 1102 is hydraulic cylinder.
  • FIG. 11 depicts a weight training machine where resistance is provided by an electrical linear actuator. 1202 is a commercially available actuator, 1201 is an adjustable handle.
  • Those machines can be coupled with video gaming system by an electrical circuit similar to one depicted on FIG. 7 . On the alternatives, frames can be removed, and the variable resistance mechanism can be put into a more gadget like game controller.
  • the invention enables various physical exercise based activities, as can be illustrated by the example of remote or virtual online arm wrestling competition depicted on FIG. 13 .
  • the arm wrestling competition requires two participants. Each participant places one arm, both put either the right or left, on a surface, with their elbows bent and touching the surface, and they grip handle 1301 connected by the cable to the exercise box 1302 connected through video gaming system and internet to the same kind of video gaming system and exercise box at other participant's location. The goal is to pin the other's arm onto the surface, with the winner's arm over the loser's arm. Each participant's position is observed by the web-cam 1303 and gets displayed on the TV monitor 1304 .
  • the arm wrestling exercise software on personal computer will provide several virtual opponents; each of them can be characterized by such a force function.
  • the software on video gaming system will receive from the controller current position and velocity, and using profile force curve and some random factor, calculate desired force and send it to the controller.
  • the user technique force, speed of the movement, posture, endurance, etc
  • the user force curve can be approximated from his exercise and such can become a part of user's online profile.
  • online tournament mode two video gaming system exchange through internet current position, velocity, and force.
  • the software is configured to adjust force simultaneously on 2 exercise boxes to synchronize position and velocity.
  • Webcam is used to provide video link between 2 exercise partners.
  • Pose tracking is feasible with off the shelf methods and a higher resolution (2 mp or better) web camera.
  • fiduciary marks are imprinted on the handles of the controller to facilitate pose tracking. Further, user can wear ankle or wrist bands, or gloves with marks.
  • Video gaming system recognizes the position of fiduciary marks using an open source ARToolKitPlus. Controller integrates data from the accelerometers and periodically transfers the integrated position and velocity to video gaming system The data are used to enhance the tracking precision.
  • the software utilizes OpenCV motion tracking algorithms to combine the data from un-marked motion tracking, tracking of fiduciary marks, position data from the motor, and accelerometer data into single motion model.
  • Intel integrated performance primitives library is used to facilitate image processing.
  • the system may be used to enable automated physiotherapy.
  • Physiotherapist sets exercise parameters and observe initial session through web cam over Internet. During recovery after a dislocation, it is important to allow joint movement up to certain angle, and provide different resistance during eccentric and concentric phases.
  • the software in video gaming system is configured to supervise users exercises and provide the controlled level resistance to the patient's hand movement at each stage of the exercise.
  • the software displays screen schematically shown on FIG. 14 .
  • the software displays computer generated model 1401 of the patient hand with posture adopted from the pose tracking modules.
  • the software displays current velocity 1402 and visual guidance (faster/slower/good) 1403 to the user.
  • the software also displays therapeutic limit 1405 for the user and provide audio/visual warning 1406 in the case the limit is approached.
  • the user progress is stored as a part of online profile. Resistance is provided by the exercise box described on FIG. 3 . Physiotherapist periodically performs review of patent's online profile and modifies parameters.
  • FIGS. 15 and 16 show example of manipulation of exercise resistance force's magnitude.
  • FIG. 15 shows an exemplary plot of the force as a function of position, while FIG. 16 as a function of time.
  • the invention advantageously uses video camera to recognize exercise device used by the user (or available to be used in a view of the video camera), as well as the current setting of the exercise device. This information is advantageously used to record the history of exercise regime, adjust prompts given to the user by the exercise system, and to plan exercise regime.
  • the exercise devices contains markers to facilitate the recognition.
  • the markers are available for sales and can be attached to pre-existing exercise devices.
  • the invention is compatible only with a limited number of exercise devices with pre-manufactured markers, those enabling lock-in of the costumer and more profits. It is apparent to one ordinary skilled in the art that more business methods falls within the scope of invention.
  • FIG. 17 shows a dumbbell with a barcode 1702 . It is apparent to one ordinary skilled in the art different kind of markers, such as 2D barcode, color codes, etc can be practiced within the scope of the invention.
  • FIG. 18 shows user exercising with an ordinary dumbbells.
  • the system registering the dumbbells by allowing user to demonstrate them and record the corresponding weight.
  • the system remembers the relative sizes of the object with known size (1804) and the adjustable weights, that enables to recognize the currently installed weight.
  • FIG. 20 shows user exercising with an exercise band with replaceable resistance bands.
  • each replaceable band is equipped with a marker, having two high contract black ends 1906 and color coded pieces 1907 - 1909 in between.
  • the video gaming system is configured by software to recognize the current resistance using computer vision techniques. For example, when the exercising with rubber bands, pose tracking information could be used to identify the current length of the rubber band.
  • the rubber band has high contrast object or markings on it, facilitating the recognition of the current resistance level.
  • FIG. 21 shows an exemplary architecture to communicate between exercise software 2101 and gaming or entertaining software 2103 .
  • exercise goals such as time or intensity of exercise, or upon reaching a milestone (ten push-ups)
  • user earns a number of points.
  • the points then can be used by entertaining software to buy time (e.g., a teenager can watch his favorite series only after exercising for half hour) or access to premium content (e.g., a teenager can got access to R-rated movie or premium weapon or money in virtual reality game).
  • FIG. 35 shown an architecture to enable control of a conventional game or an application using exercise equipment.
  • the muscle training controller supports HID profile 3502 .
  • a software utility called GlovePlE 3505 is installed on a PC. The utility is configure to translate muscle training events (e.g., movement of exercise device or handle) into joystick, or mouse and keyboard events 3504 .
  • Conventional game or application 3503 receives translated events.
  • FIG. 36 illustrates the concept of audio and visual reinforcement of an exercise.
  • the VGS screen displays an attractive to the user picture 3602 .
  • at least a portion of a picture is hidden by an obstructive image 3601 .
  • the obstructive image is removed as user progresses on exercise.
  • this concept can be used for static images, videos, and audio.
  • a user may elect to be required to exercise during a football match. If intensity of the exercise is not on track, the image will became blurred or obscured. The user will have to be back on track to the see the image.
  • the user might be watching a movie and a particularly interesting for a user moment will be approaching. User will be required to push really hard to see the most interesting scene. It is apparent to once ordinary skilled in the art that instead of obscuring the video, one may just pause it for a time.
  • FIG. 39 depicts an exemplary screen of a video game.
  • the goal of the game is to collect as many as possible eggs 3901 into bucket 3902 .
  • the eggs are falling down.
  • the game can be controlled using a controller depicted on FIG. 49 .
  • the bucket By moving handles left and right, the bucket can be moved accordingly.
  • the player By applying greater force at the handles, the player can increase the speed the bucket can move on the screen, or directly earn points.
  • FIG. 49 depicts overall view and FIGS. 47 , 48 , 50 - 60 alternative embodiments and implementation details of a strength machine based on a common idea - the resistance force is provided by counteracting of different muscle group.
  • user 5501 pulls up both handles 5502 and 5503 .
  • the handles connected by cord 5505 .
  • the cord goes through two blocks (pulleys) that are located in extension legs underneath WII balance board.
  • the handles have 3d accelerometers and can transfer information used to trace their position to WII console.
  • the tension in the cord creates extra force at the legs, which is measured by WII balance board build in scales and transferred to WII console.
  • the gaming software on WII console receives the pressure at each of the four legs and use it to calculate the resistance force used during exercise.
  • the pulley based strength staining machine can be implemented as an electronic-less upgrade to Wii Balance board.
  • a product would contain 2 handles connected with a rope of adjustable length, one of the handles would have a pocket to insert WII remote, and 2 leg extensions - 2 with blocks, 2 without blocks.
  • FIGS. 47 , 48 , 50 - 60 A lot of other different pulley based machines coupled with a video gaming system are in the scope of invention. Some configurations are shown on FIGS. 47 , 48 , 50 - 60 .
  • the invention can advantageously monitor the user pulse rate and advantageously use the pulse rate information to adjust the exercise parameters. For example, if pulse rate is too high, the invention can advantageously suggest to use slower motion or reduce the resistance or exercise duration, or number of repetitions and/or sets. If the pulse rate is too high, the invention will advantageously increase the exercise demand. The invention will advantageously store user pulse rate for various exercises and use this information to optimize parameters for future exercises.
  • the invention advantageously envisions the use of noncontact heart and breath monitoring techniques in exercise machines.
  • Some of the methods for noncontact measurements of heart and breath rate include include laser Doppler (S. Ulyanov and V. Tuchin, “Pulse-wave monitoring by means of focused laser beams scattered by skin surface and membranes,” in Proc. SPIE, Los Angeles, Calif., 1984, pp. 160-167), microwave Doppler radar (E. Greneker, “ Radar sensing of heartbeat and respiration at a distance with applications of the technology ,” in Proc. Conf. RADAR, Edinburgh, U.K., 1997, pp. 150-154) and thermal imaging (M. Garbey, N. Sun, A. Merla, and I.
  • the invention uses ordinary Web camera coupled with video gaming system, ordinary web camera installed on a treadmill or other specialized exercise device, the phone camera, or camera build in the Kinect or similar peripheral.
  • the same camera is preferably used for motion and pose tracking. It is know in the art that light reflection properties of human skin changes with blood pulse (see J. Allen, “ Photoplethysmography and its application in clinical physiological measurement ,” Physiol. Meas., vol. 28, pp. R1-R39,Mar. 2007).
  • the invention advantageously automatically determines by the processor of a video gaming system the resistance force used during strength training exercise.
  • the video camera coupled with a video gaming system is used to recognize the weights or adjustable resistance band, or not extended length of resistance band.
  • the video gaming system receives the resistance directly from the strength machine coupled with a video gaming system.
  • the same video camera is used to recognize the person who is exercising.
  • the information of a person exercise history could be used to enable a business transaction with the said person.
  • a person may qualify for a discounted health or life insurance rate in consideration of a regular exercise.
  • the invented software would aggregate the exercise history information and use it as evidence with the insurance provider.
  • the need to exercise may be a safety requirement associated with the job condition, or part of a sentence, or a condition of receiving disability benefits while recovering.
  • the exercise history can be used for grading in the school curriculum.
  • the invention can be used for all those purposes.
  • the invention use biometric data, such as face or fingerprint recognition to identify the person who exercised.
  • the invention can use multiple video gaming systems, for example the personal computer equipped with a web camera could be used to monitor in-house exercises, and a smartphone with location identification service, accelerometer, and web camera could be used for outdoor activities.
  • the system can monitor and facilitate early development activities of child.

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Abstract

Strength training exercise is facilitated by a video gaming system (VGS). VGS communicates information about the exercise resistance force with an exercise device. Strength training machine coupled with the VGS and acts as a game controller. The machine provides resistance by an electrical motor. Resistance can be adjusted using data send from the VGS. Further, the resistance can pulsate during an exercise motion, providing internal muscle massage. The video gaming system interacts with exercise professional using Internet. Exercise professional monitors exercise progress, setup exercise parameters.

Description

    CLAIM OF PRIORITY
  • This application is a continuation of U.S. utility application Ser. No. 13/111,869 filed May 19, 2011 that a is a continuation in part of U.S. utility application Ser. No. 12/618,680 filed Nov. 13, 2009 that claims priority under 35 USC Section 119(a) from U.S. Provisional Application No. 61/115,082, filed Nov. 16, 2008.
  • The application Ser. No. 13/111,869 further claims priority under 35 USC Section 119(a) from U.S. Provisional Application No. 61/346,865, filed May 20, 2010.
  • All the above mentioned applications are hereby incorporated by reference in their entirety.
  • BACKGROUND OF THE INVENTION
  • Recently, a number of exercise and fitness computer and video games emerged. Wii Fit and related games uses Nintendo Wii video gaming system and Wii Balance board peripheral. The exemplary games include Electronics Arts Sports Active 2, The biggest loser challenge, Active Life Explorer, Just Dance 2, Wii Fit Plus, Walk It out, Zumba Fitness, NFL training camp, etc. A number of games uses Microsoft Kinect peripheral for XBOX 360 video gaming system. Microsoft Kinect uses a video camera to track player pose and enable interaction with the player. Examples of game titles for Microsoft Kinect include Your Shape Fitness Evolved, Zumba Fitness, The biggest loser challenge Ultimate, Electronics Arts Sports Active, etc. A growing number of video games relies on smartphones and tablets as a video gaming system. Examples include Walk n′ Play, Wellness Workout, Runkeeper Pro, etc. Some game, such as YourSelf fitness use home computer as a video gaming system.
  • The video games mentioned above direct user through various aerobic and strength training exercises and incorporate the exercises into various fun activities.
  • Strength training and aerobic exercises are two distinct kind of exercises with distinct training machines and techniques. Aerobic training involves long-term repetitive use of non-specific large muscle groups aiming at targeting cardiac and pulmonary systems. In contrast, strength training (strengthening) involves generation of a contraction of a specific muscle(s) for a number of repetitions and sets to quickly exhaust the muscle(s) aiming at increasing strength of the muscle(s).
  • Efficient strengthening requires manipulation of resistance and exercise regime. Some of the exercise, such as pull ups, push ups, squats, etc use just body weight to provide resistance force. However, most of efficient exercise regimes require use of resistance devices, such as dumbbells, resistance bands, isometric exercise devices, strength training machines, and so on.
  • Existing exercise video games provide a lot of capabilities to enable aerobics exercises. Most of the games enable strength training where body mass is used as resistance. Some of the games encourages uses of a limited number of resistance devices (free weights, resistance bands). However, those games are not aware of the level of resistance provided nor can control it, that prevents from engaging in an efficient strength training exercise regime.
  • None of the existing games on the market provides balance between exercise and entertaining activities. User may become focused on entertaining activity or specific exercise at the expense of balanced and efficient exercise regime.
  • Various types of exercise equipment have been developed for muscle building and toning, whether ultimately used as a sport or for physical therapy.
      • Resistance exercise machines use various sources of resistance (gravity, friction, hydraulics, etc), and a combination of simple machines to convey that resistance to the person using the machine. Each of the simple machines (pulley, lever, wheel, incline) changes the mechanical advantage of the overall machine. Most exercise machines incorporate an Ergo-meter. An Ergo-meter is an apparatus for measuring the work a person exerts while exercising as used in training or medical tests.
      • Endless-path machines: Running/Walking machines (treadmills), elliptical,glider,climbing machines and stationary bicycles. The treadmill is one of the most popular endless -pass machines. It provides a moving platform with a wide Conveyor belt and an electric motor or a flywheel.
      • Rowing machines, also named rowers, simulate the body movements of using a rowing boat.
      • Spine Exercisers: range of fitness machines which comprises two foot striding units and two hand striding units, the Spine Exercisers concentrate on exercising and strengthening the muscles of the spinal column and vertebrae joints with the spine in free horizontal position.
      • Spinning ropes, boxing gloves, punching bags for kickboxing and Mixed Martial Arts.
      • Wii Fit, - an exercise game consisting of activities using the Wii Balance Board peripheral. Training on Wii Fit is divided into four categories: yoga, strength training, aerobics, and balance games. The activities provide a core workout, emphasizing controlled movements rather than overexertion
      • Nautilus® Nitro style equipment: During any exercise, an individuals' strength varies at different points. Other machines don't address this strength curve - instead, the weight remains constant from beginning to end. This can limit muscle recruitment and overall performance. This system is driven by a four-bar linkage system, cam design, or a combination of both, which enables matching of the body's potential increases and decreases in strength.
  • One of the more common types of exercise equipment is the weight type device which uses weights to provide the necessary resistance. As is well known, these weight type devices have several disadvantages. They are cumbersome to move since they are generally associated with a frame and bench assembly and the weights need to be moved when the equipment is moved. In addition, these devices may cause injury to an inexperienced user since the weights may be dropped suddenly. Further, when weights are lifted an inertia of movement is created which tends to provide unevenness in the operating resistance during the exercising process.
  • An issue with those machines is that the velocity at which the weight is moved is controlled by the user. Many, if not most, users will move the weight at a velocity which is too fast for optimum muscle development. Another problem is that the weight which is lowered is the same as the weight which is lifted, even though the muscles are capable of controlled lowering of a larger weight than they can lift. This controlled lowering of a weight, or negative resistance, is the most beneficial exercise for developing strength.
  • It is also desirable to perform a number of repetitions of each exercise, such as eight to twelve, so as to fatigue the muscle(s) being exercised. Because the capability of the muscles to perform the exercise decreases with each repetition, a weight which is less than the maximum which can be lifted is usually selected for the exercise. A preferred form is to have the weight for each repetition to be the maximum for that repetition; i.e. the weight should change with each repetition.
  • The therapeutic exercise is the prescription of bodily movement to correct an impairment, improve musculoskeletal function, or maintain a state of well-being. It may vary from highly selected activities restricted to specific muscles or parts of the body, to general and vigorous activities that can return a convalescing patient to the peak of physical condition.
  • Therapeutic exercise seeks to accomplish the following goals
      • Correct abnormal movement patterns and co-contractions;
      • Facilitate movement of limbs in prescribed range
      • Allow prescribed resistance to be used during each specific exercise.Release contracted muscles, tendons, and fascia;
      • Improve coordination;
      • Reduce rigidity
      • Improve balance
      • Promote relaxation
      • Improve muscle strength and, if possible, achieve and maintain maximal voluntary contractile force (MVC)
      • Improve exercise performance and functional capacity (endurance)
  • There is considerable effort to couple exercise devices with various video gaming systems. The shining example of commercial success in this direction is Nintendo's WII fit, which uses balance board and a simple remote controller to drive interactive games and virtual personal training. The success of WII fit is based on the facts that (a) is is a gadget (small, non-expensive) (b) it is easy to use (c) it is coupled with highly interactive and entertaining gaming activity. However, WII Fit does not provide resistance. The resistance exercises are limited to the situations when user's own weight, power cable, or dumbbells are providing resistance. The resistance cannot be controlled by video gaming system
  • Although they are not yet reached the commercial mainstream, there are a lot of designs of aerobic exercise equipment that provide for connection with video gaming system. The parameters of aerobic exercise equipment (e.g., brake force for a bike or belt speed for a treadmill) are relatively easy to adjust by an electronic control. On other hand, the information on progress of the exercise, e.g. distance or calories burned, is easy to compute and feed to a video gaming system.
  • Strength training is equipment is more difficult to couple with video gaming system. First of all, strength training normally require repetitions comprising of concentric and eccentric phases. For an efficient exercise, resistance shall be dependent on one or many of the following: position, repetition number, velocity.
  • U.S. Pat. No 7,278,958 to Morgan describes variable resistance strength training machine. The variation of resistance is achieved by mechanically adjusting able pulley system. The adjustment process is initiated by a human. The machine still requires weight stack and frame and does not coupled with a video gaming system.
  • U.S. Pat. No. 4,512,567, Phillips, entitled “Exercise Bicycle Apparatus Particularly Adapted for Controlling Video Games,” issued Apr. 23, 1985. This patent shows an exercise bicycle that is used to control and fully operate a video game by use of electrical signals. These electrical signals are based on the motion of the handlebars as well as signals proportional to the speed at which the bicycle is being operated. This invention requires the use of an electrical generator and is limited to use with only exercise bicycles.
  • U.S. Pat. No. 5,645,513 to Haydocy et al. teaches an exercise bike that controls video gaming system, providing game level rewards for achievement during exercise. It limited to aerobic exercise, requires a bulky exercise machine and does not provide for adjusting of exercise equipment parameters by video gaming system.
  • U.S. Pat. No. 6,749,537 to Hickman shows an exercise equipment connected to a local computer, which is in turn connected to a remote system. The patent teaches control of equipment resistance (e.g., exercise bike brake) by a computer system, and provides means for virtual group exercise. The patent does not teach energy recuperation during strength trainings repetitions, nor provide means for reinforcing video game environment nor automated personal training during exercise
  • U.S. Pat. No. 4,235,437, Ruis et al, entitled “Robotic Exercise Machine and Method”, discloses a hydraulic driven and controlled apparatus which can be programmed to provide a number of different exercise paths for a user. These paths must be programmed for each new user by a trained technician. The device lacks the simplicity necessary for use in a health club or spa type environment. Moreover, two separately controlled, hydraulically driven links are required for its operation.
  • U.S. Pat No. 4,919,418 to Miller, entitled “Computerized drive mechanism for exercise, physical therapy and rehabilitation”, discloses a microcontroller based strength training machine that provide for both concentric and eccentric exercise. The control is limited to providing constant velocity during repetitions. The patent does not teach energy recuperation during concentric/eccentric repetitions, nor a connection with video gaming system. The device is bulky and can not be used as a gadget.
  • U.S. Pat No. 4,880,230 to Cook teaches a pre-electronic era pneumatic strength training gadget. Device allows to manually adjust resistance, separately for forward and backward movement. However, this invention does not provide for eccentric exercise, Nautilus style exercise, nor for a connection to video gaming system.
  • None of the prior art is concerned with provision of a resistance based strength training closely coupled with a video gaming system that provides a reinforcing video game or a coaching.
  • Definitions
  • A video gaming system is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device (a television, monitor, etc.) to display a video game or directly on a portable device like smart phone or PDA (Personal Digital Assistant). The term “video game console” is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions. In the invention, video gaming system is operated to run either entertainment (game), physical training or therapeutic software. video gaming system can be connected to the Internet. The software can be further configured to interact with peer systems or central server to exercise history, settings. In addition to operative connection with the exercise equipment. video gaming system can be coupled with general purpose (key board, mouse, monitor, joystick, camera, microphone) and specialized (position sensors, accelerometers, voltage sensors, heart rate monitors, blood pressure modules) peripheral devices. The exercise software can either reside on video gaming system system or on the server, in the later case the use experience will be provided by some thin client (e.g, browser or Java). video gaming system is distinguishable from specialized exercise computers; as video gaming system can normally be configured to run non only the exercise software, but other games or general purpose software (media player, Internet browser, office productivity suite, etc). For further clarity, WII, XBox, Playstation, Personal computer, netbook, smartphone are examples of video gaming system, while computer embedded into treadmill for entertainment or control is not a video gaming system. In some embodiments, the video gaming system comprises a thin device in a proximity to the exercise person and a cloud. For example, a smart phone or Chrome based notebook can actually perform minimum of the computations locally and the rest can be performed by the cloud. Such configurations fell within the scope of invention.
  • Pose tracking is a computer vision technique that allows to trace movement of body parts based on the input from video cameras. The review of various vision based pose tracking techniques can be found in the paper “A Survey of Computer Vision-Based Human Motion Capture” by Thomas B. Moeslund and Erik Granum, Computer Vision and Image Understanding Volume 104, Issues 2-3, November-December 2006, Pages 90-126, which is incorporated here by reference. Fiduciary marks are frequently used to increase the quality of pose tracking and reduce computational requirements. Pose tracking can also be achieved by attaching accelerometers to the body parts of interest and integrating their signals.
  • Virtual group exercise - users can either see their “virtual images”, or see each other by video link, or see each other progress. Users can either exercise simultaneously or independently. The exercise can be organized as a competition or tournament.
  • Strength training is the use of resistance to muscular contraction to build the strength, anaerobic endurance and size of skeletal muscles. The basic principles of strength training involve a manipulation of the number of repetitions (reps), sets, tempo, exercises and force to cause desired changes in strength, endurance, size or shape by overloading of a group of muscles. Typically, each rep contains a concentric and eccentric steps, where
  • Concentric-exercise where there is movement in the direction force is applied. (For example when a bar bell is lifted from the floor.)
  • Eccentric-exercise where there is movement in the direction opposite to the direction of the force applied. (For example when a bar bell is lowered to the floor.)
  • Isokinetic - exercise where the speed of exercise motion is held constant during a dynamic contraction, so that external resistive force varies in response to magnitude of muscular force.
  • Isometric - exercise where the speed of exercise motion is substantially zero.
  • Integrated electrical motor/alternator - an electric mechanical device whose rotor is coupled to a resistance cable. It is used as an electric drive and also as a recuperative brake. Brake energy is converted into electric energy and stored in a battery using an intelligent energy management. Thus, the energy can later be reused for creating of a torque assst or for providing a service driving functions to adjust the resistance cable position and length. The ultra-capacitor could be used instead of or as an addition to the battery. It is capable to deliver up to 10 times the power and longevity of batteries, requires no maintenance and operate reliably in extreme temperatures and vibrations.
  • Exercise professional: coach, experienced peer or friend, physiotherapist, kinesiologist, personal trainer, etc.
  • Adjustable resistance - resistance that can be easily adjusted between exercise sets.
  • Variable resistance - resistance that can be varied within individual rep, for example to emulate Nautilus style equipment or force isokinetic exercise.
  • BRIEF SUMMARY OF THE INVENTION
  • An aspect of the invention is that a video gaming system facilitates strength training exercise and monitors it's progress and is aware of at least approximate resistance force magnitude during the exercise.
  • An aspect of the invention is that the awareness is achieved by communication of information with the exercise device. In some embodiments, the video gaming system controls or adjust the resistance by sending a signal, for example a digital wireless signal to the strength training machine. The signal may either specify a resistance setting, or a force curve, or be an applet with program or byte code programming the response. In some embodiments, the strength training machine sends a signal, for example a digital wireless signal, indicative of resistance settings or current resistance. In some embodiments, a two way communication is established. In other embodiments, the communication of information is enabled by sensing techniques, for example computer vision. In an embodiments, the software on video gaming system uses a signal from a coupled video camera to analyze the image or video signal, and applies segmentation and computer vision techniques to recognize the selected exercise object or it's settings or use.
  • In an embodiment, the exercise progress monitoring is achieved by receiving a signal, for example a digital wireless signal, from the exercise device. For example, the exercise device may have an accelerometer, and the information about velocity and integrated position is transmitted to the video gaming system.
  • In an embodiment, the exercise progress monitoring is achieved by using pose tracking techniques from a video signal using a video camera coupled with the video gaming system. The techniques for exercise progress monitoring could be combined.
  • In an embodiment, the data of exercise progress monitoring are used to coach user on exercise techniques. For example, the video gaming system can generate an audio or video signal advising user to improve posture, movement of range, and velocity.
  • An aspect of the invention is that the video gaming systems monitors the velocity during strength training exercise, and generates a signal aiming at achieving a proper velocity. In an embodiment, the signal is audio or video signal advising user to improve exercise technique. In another embodiment, the signal is digital signals send to the strength training machine to adjust resistance. Both techniques could be used in a consent.
  • An aspect of the invention is that the video gaming system advantageously aware of at least one physiological parameter, for example heart rate, blood pressure, breathing rate, oxygen level in the blood, sugar level , etc. In an embodiment, a conventional sensor is attached to the player body. Conventional sensor might be either in a separate enclosure, or be part of an exercise device or game controller. The sensor sends the information to video gaming system over a digital wireless connection. In other embodiments, a non-contact to measure a physiological parameter advantageously used. For example, the data from a visible light or infrared video camera coupled with a video gaming system could be analyzed to derive heart rate, breathing rate, and the dynamic of the oxygen level. The video gaming system is advantageously configured to use this information to adjust parameters of the current and/or future exercise to optimize workout effect and reduce the health risks. This is could be achieved by an audio or video indication to the user, or by adjustment of the resistance force by means of sending the signal to the strength training apparatus. The use of other computing devices that are not a video gaming system to use non-contact physiological parameter monitoring (for example, video camera based heart rate monitoring) to tune-up the exercise is an embodiment of this invention. Video camera can be an integral part of the video gaming system.
  • An aspect of the invention that the video gaming system advantageously configured to estimate the level of exhaustion of the user during the exercise, and advantageously uses this information to adjust parameters of the current and/or future exercise to optimize workout effect and reduce the health risks. This could be achieved by an audio or video indication to the user, or by adjustment of the resistance force by means of sending the signal to the strength training apparatus.
  • An aspect of the invention that the video gaming system is configured to use monitored parameters to prompt user to adjust exercise technique, such as velocity, range of motion, posture, or effort.
  • An aspect of this invention is that the video gaming system is advantageously configured to use information about progress and time spent during exercise to control a non-directly related activity, for example access to video games or movies, the ratings of movies or artifacts in video games, etc.
  • An aspect of this invention that the strength training apparatus is configured to pulsate (vibrate) resistance by changing it's magnitude (or even dropping it's to zero). The pose tracking and exercise monitoring information is advantageously used by the video gaming system to control the pulsation to optimize workout effect and reduce the health risks.
  • An aspect of the invention is a game controller that can provide variable or adjustable resistance during strength training exercise and therefore forms a strength training machine. The machine is coupled with off-the shelf video gaming system (video gaming system). It could be coupled by a Bluetooth, Zigbee, or TCP/IP over a WiFI wireless connection, or through a wired interface such as USB. video gaming system is off the shelf game console (such as Xbox 360 or WII), or personal computing device, such as desktop computer, notebook, netbook, smartphone, or smart book.
  • It is another aspect of this invention that the controller can provide variable resistance by utilizing a hydraulic apparatus, an electrical hoist, or an electrical linear actuator.
  • It is another aspect of this invention that video gaming system is configure to run software that supports user during exercise by providing a reinforcing video game experience and coaching the use.
  • It is another aspect of this invention that the said controller has a microcontroller, that manages the resistance provided to user and communicates with video gaming system. A microcontroller could be a tightly integrated device with wireless interfaces, ADCs and DACs, or on the alternative, a less integrated computing device that communicates through necessary peripherals through a bus. The microcontroller could be a high end application processor or basic 8-bit microcontroller dependent on the embodiment's needs. Microcontroller could be implemented in FPGA or ASIC.
  • It is aspect of this invention that microcontroller adjust the resistance based on one or more of the following: position, repetition number, type of exercise, user profile, velocity. Microcontroller could either compute the resistance independently, receive functional dependency from video gaming system, or just receive current force from video gaming system.
  • It is another aspect of this invention that the microcontroller transmits to video gaming system information on the user progress, such as force, velocity, position, number of repetitions, calories burned, or user's vital signs.
  • It is another aspect of this invention that the resistance is provided by electric motor configured to generate energy during concentric movement and to use energy during eccentric movement, and this energy is recuperated by storing in a super capacitor.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is overall view of invention when coupled with Nintendo WII.
  • FIG. 2 is overall view of the invention when coupled with a personal computer.
  • FIG. 3 is an overall view of alternative embodiment.
  • FIG. 4 is a diagram of the invention embodied as a wireless power cable with variable resistance.
  • FIG. 5 is an elastic (wrist or ankle) band to assist with video based pose tracking.
  • FIG. 6 is a pair of a weight training gloves to assist with video based pose tracking.
  • FIG. 7 is a schematic diagram for one of the embodiments.
  • FIG. 8 is a diagram of the invention embodied as a wireless power cable with adjustable resistance.
  • FIG. 9 is a graph of resistance force as a function of position during eccentric and concentric steps.
  • FIG. 10 is a known in the art hoist mechanism to provide variable resistance
  • FIG. 11 is a known in the art hydraulic mechanism to provide variable resistance.
  • FIG. 12 is a known in the art electric linear actuator mechanism to provide variable resistance.
  • FIG. 13 is an illustration of online wrestling enabled by the invention.
  • FIG. 14 is an exemplary layout of a screen during computer exercise or physiotherapy.
  • FIGS. 15-16 depict exemplary position/force magnitude curves (“force curve”) for a strengthening exercise that provide massage of the toned muscle by varying of the force magnitude.
  • FIG. 17 depicts a dumbbell with barcode to facilitate weight recognition by a video camera equipped video gaming system.
  • FIG. 18 depicts user exercising with dumbbells while video camera coupled with a video gaming system tracks user posture and recognizes dumbbell weight based on the object of known size.
  • FIG. 19 depicts user exercising with resistance bands, where resistance is recognized using color coded objects.
  • FIG. 20 depicts user exercising with resistance bands, while the resistance level is recognized using color coded bands.
  • FIG. 21 depicts architecture to use points collected during exercise activity to control entertaining games.
  • FIG. 22 is a flow of strength training exercise coaching by a processor of a video gaming system
  • FIG. 23 depicts a user exercising with a door gym
  • FIG. 24 depicts a user exercising with an isometric device
  • FIG. 25 depicts an exemplary screen of a video gaming system used to identify a user.
  • FIG. 26 depicts and exemplary screen of a video gaming system used to analyze user exercise needs.
  • FIG. 27 illustrates dataflow that could be used to compute plurality of exercise options and generate an audio or video signal prompting user to exercise.
  • FIG. 28 depicts an exemplary screen of a video gaming system used to identify a user.
  • FIG. 29 depicts an exemplary screen used by a video gaming system to suggest an exercise.
  • FIG. 30 depicts an exemplary screen used by a video gaming system to coach user to improve exercise technique.
  • FIG. 31 depicts and exemplary screen used by a video gaming system to suggest the user to change the resistance.
  • FIG. 32 depicts an exemplary screen used by a video gaming system to coach user to improve exercise technique.
  • FIG. 32 depicts an exemplary screen used by a video gaming system to inform user that he earned entertaining activity by exercising.
  • FIG. 34 depicts and exemplary game artifact earned by exercise.
  • FIG. 35 depicts an exemplary architecture used to control legacy video games by strength training exercise.
  • FIG. 36 depicts an exemplary video stream attractive to a male user that is obscured and can be unlocked by exercising.
  • FIGS. 37-40 shows screens of a video game during exercise games.
  • FIG. 41 shows an architecture that can be used to enable an exercise professional to monitor or adjust exercise regime provided by the invention.
  • FIG. 42 shows data architecture.
  • FIG. 43 shows an implementation of a semi-stationary unit where resistance is provided by electrical motor.
  • FIG. 44 depicts a schematic diagram providing electrical recuperation in rechargeable battery and/or super-capacitor.
  • FIG. 45 depicts a schematic diagram without electrical recuperation.
  • FIG. 46 shows an implementation of a semi-stationary unit where resistance is provided by electrical motor.
  • FIG. 47 shows electrical diagram of the pulley assembly.
  • FIG. 48 shows block with pulley and position sensor.
  • FIG. 49 shows wireless game controller, where resistance is provided by simultaneous eccentric and concentric motion.
  • FIG. 50 shows an exemplary form factor for controller handle.
  • FIGS. 51-52 shows an exemplary form factor for a controller.
  • FIG. 53 shows an exemplary form factor for controller handle.
  • FIG. 54 shows an exemplary form factor for a controller.
  • FIG. 55 shows muscle training apparatus implemented as field upgrade to Nintendo WII balance board.
  • FIG. 56 shows muscle training apparatus implemented as a field upgrade to Nintendo WII balance board.
  • FIG. 57 shows an exemplary block diagram of the handle (see FIG. 50) electronic module.
  • FIG. 58 shows strain sensor.
  • FIG. 59 shows connections of the strain sensor to MCU.
  • FIG. 60 shows the flow chart of an exemplary algorithm to measure the strain.
  • FIG. 61 shows a treadmill equipped with a video camera.
  • FIG. 62 shows a data flow to use information from video camera.
  • DETAILED DESCRIPTION OF THE INVENTION
  •  101 TV
     102 Nintendo WII
     103 muscle training machine
     201 Mouse
     202 desktop home computer
     203 Bluetooth adapter
     204 keyboard
     205 Monitor
     206 muscle training machine
     301 Box
     302 Touchscreen
     303 electronic control module
     304 internet server
     305 Motor
     306 Blocks
     307 interchangeable handle
     308 Internet
     309 wireless router
     310 video camera
     311 Local computer
     401 Handle
     402 Motor
     403 electronic control module
     404 fiduciary mark
     405 Handle
     406 Cable
     501 elastic band
    502-503, 601-603 fiduciary mark
     701 LinkMatik 2.0 Bluetooth transceiver
     702 Microchip micro controller PIC
    16C745
     703 Micro Drives optical Encoder E4P-
    300 series
    704-708 Micro Drives DC gear motor M22P
    series
    709-712 Pulse Width Modulation (PWM)
    control signal
    713-715 switch
     717 Maxwell ultra-capacitor BCA PO350
    718, 719 resistor
     720 VDD1
     721 voltage signal
     722 Signal AN3
     723 Signal AN2
     724 Hand grip sensor contacts
     725 National Semiconductor operational
    amplifier LMC 64
     726 Analog Devices Tri-Axis Inertial
    Sensor ADIS16350
     727 Omron round switch A-22-1
     801 heart rate sensor
     802 body
     803 motor
     804 electronic control module (ECM)
     805 battery
     806 cable
     807 spots spring
     808 sensor
     901 position
    902-904 force
    1001 frame
    1002 cable
    1003 gear box
    1004 electric motor
    1101 handle
    1102 hydraulic cylinder
    1201 adjustable handle
    1202 commercially available actuator
    1301 grip handle
    1302 exercise box
    1303 web-cam
    1401 model of the patient hand
    1402 current velocity
    1403 visual guidance
    1405 therapeutic limit
    1406 audio/visual warning
    1501 Force
    1502 Position
    1503 Zone of therapeutic efficiency
    1504 Force level 1
    1505 Force level 2
    1601 Resistance force
    1602 Time
    1603 period of resistance pulsing
    1604 Force Level 1
    1605 Force Level 2
    1701 Dumbbell
    1702 Barcode
    1801 User with dumbbells
    1802 Camera
    1803 Dumbell
    1804 Known size object
    1901 user
    1902 camera
    1903 Handle
    1904 adjustable resistance band
    1906 black area
    1907 color 1
    1908 color 2
    1909 color 3
    2001 user
    2002 camera
    2003 handle
    2004 rubber band
    2005 coloured stripes
    2101 Exercise Software
    2102 Points Bank
    2103 Game Software
    2201 identify user
    2202 analyze user exercise need
    2203 compute plurality of group of
    exercise options
    2204 user selection
    2205 compute plurality of recommended
    exercises
    2206 user selection
    2207 display recommendation how to
    perform exercise
    2208 receive current resistance settings
    2209 adjust or suggest adjustment of
    resistance settings
    2210 supervise workout
    2211 add points to the point bank
    2301 resistance band
    2302 user
    2303 door gym
    2304 color coding
    2305 adjusting knob
    2306 camera
    2401 isometric device
    2402 user
    2403 color contrast numbers
    2404 camera
    3401 Gun
    3402 gun ammo
    3403 Accelerometer gesture
    3501 Muscle training handle/controller
    3502 Bluetooth HID profile
    3503 Computer/video gaming system
    3504 Joystick events
    3505 Glove Pie Driver
    3601 puzzle fragment
    3602 picture
    3701 exercise menu portion
    3702 on-line services
    3703 history records
    3801 guest
    3802 user 1
    3803 user 2
    3901 egg
    3902 basket
    4001 Target force zone
    4101 exercise professional
    4102 professional's computer
    4103 internet
    4104 application server
    4105 exercise history
    4106 muscle training box
    4107 user
    4108 monitor
    4109 exercise regime
    4110 video gaming system
    4201 Force sensor
    4202 Position sensor
    4203 controller
    4204 accelerometer
    4205 buttons/joystick
    4206 Pointer Bluetooth HID
    4207 video gaming system
    4208 current exercise
    4209 repetitions/set
    4210 translation to game
    4211 controlling
    4212 application server
    4213 on-line profile
    4214 professional recommendations
    4301 motor
    4302 gear box
    4303 cable
    4304 electronic module
    4305 cooling fan
    4401 power supply
    4402 wireless connection with video
    gaming system or PC
    4403 microcontroller
    4404 motor driver with recuperation
    4405 re-chargeable battery
    4406 position sensor
    4407 motor
    4408 gear box
    4409 pulley
    4410 cable
    4411 handle
    4412 joystick
    4413 control buttons
    4414 resistor
    4501 power supply
    4502 wireless connection
    4503 microcontroller
    4504 motor driver
    4505 current sensor
    4506 position sensor
    4507 radio link
    4508 motor
    4509 gear box
    4510 pulley
    4511 cable
    4512 handle
    4513 joystick
    4514 control buttons
    4701 reed switch
    4702 microcontroller
    4703 RF module
    4801 pulley roller
    4802 magnet
    4803 pulley body
    4804 reed switch
    4805 cable
    4901 concentric motion1
    4902 user
    4903 handle with retractable cord
    4904 strain sensor
    4905 control buttons
    4906 joystick
    4907 RF link
    4908 cord
    4909 pulley with position sensor
    5401 Handle 1
    5402 Tension sensor
    5403 cord
    5404 button 1
    5405 button 2
    5406 handle 2
    5407 controller module with WiFi
    5501 user
    5502 handle
    5503 handle
    5504 extension with pulley
    5505 cord
    5506 extension without pulley
    5507 bord
    5601 Pulley
    5602 WII balance board
    5603 Extension board
    5604 rope under the extension board
    5605 user
    5801 Flexible metal base
    5802 cable
    5803 Carbon based conductive ink
    5804 insulating flexible substrate
    5805 metalized highly conductive pad
    5806 metalized highly conductive pad
  • FIG. 1 depicts the muscle training machine 103 coupled with Nintendo WII 102 video gaming system. Nintendo WII 102 is connected to a TV 101. The muscle training machine 103 is a wireless game controller, further described on FIG. 4.
  • FIG. 2 depicts the muscle training machine 206 coupled with a desktop home computer 202. Computer runs an exercise game, that can established link with the training machine 206 through bluetooth adapter 203. Exercise game takes extra input from keyboard 204 and mouse 201 and provide audio communication to the user through speakers 208 and video communication through monitor 205. Further, exercise software incorporates the pose tracking subsystem based on open source ARToolKitPlus . The pose tracking subsystem relies on web camera 207 for the video input.
  • FIG. 3 depicts the muscle training machine that is loosely coupled with video gaming system. The machine is embodied as a box 301 with touchscreen 302, hoist with motor 305 and electronic control module 303. Electronic control module 303 is similar in design to the module depicted in FIG. 7, but the microcontroller 702 is replaced with a more powerful Atmel AT91SAM9RL64. On the alternative, a more powerful ARM 11 based microcontroller (such as STMicro STA2065 application processor) is added and communicates with the microcontroller 702 using I2C bus. Further, the bluetooth module 701 is replaced with WIFI module. Other changes apparent to one ordinary skilled in the art might be needed. The box 301 and the blocks 306 are secured to the wall, were blocks 306 are secured at different height. The hoist cable 312 is routed though one of the blocks 306 and is terminated by one of the interchangeable handles 307. Electronic control module 303 establish WiFi connection to wireless router 309, that using the Internet 308 provide TCP/IP connection to the internet server 304. The microcontroller in ECM runs Windows CE operating system, and using Microsoft Silverlight based user interface, allows to select individual exercises and workouts, adjust the resistance, and track the progress. Using Web Services framework, the software communicates with the internet server 304, which used to store user profiles and distribute data on workouts and exercises. Local computer 311 might run exercise software. The exercise software and electronic control module 303 mutually will try to discover each other using broadcasting on the local network. If TCP/IP communication is established, the exercise software provides exercise coaching and video games enriching the user experience. Optional Wifi camera 310 provides video stream for the pose tracking, which is implemented on either electronic control module 303 or desktop computer 311.
  • FIG. 4 depicts the embodiment of the invention as a wireless game controller appearing as a power cable. Handles 401 and 405 are connected by cable 406. Cable is attached to the host powered by the motor 402 connected with electronic control module 403. To facilitate pose tracking, handles have several pictures of fiduciary marks 404.
  • FIG. 5 depicts an elastic band 501 with fiduciary marks 502 that can be worn on wrists or ankles during exercise to facilitate pose tracking.
  • FIG. 6 depicts weight training gloves with images of fiduciary marks 601, 602, 603. Fiduciary marks are located to ensure visibility of at least one of the mark regardless of fingers' and arms' position.
  • FIG. 7 depicts the Electronic Control Module (ECM) electric schematics.
  • electric elements specified on the schematic are:
  • D1 701 LinkMatik 2.0 Bluetooth transceiver
    D2
    702 Microchip micro controller PIC 16C745
    D3 725 National Semiconductor operational amplifier
    LMC 64
    D4 716 Texas Instruments boost regulator TPS 61080
    D5 726 Analog Devices Tri-Axis Inertial Sensor
    ADIS16350
    M1 703 Micro Drives optical Encoder E4P - 300
    series
    M2 704 Micro Drives DC gear motor M22P series
    C1 717 Maxwell ultra-capacitor BCA PO350
    S1 724 Hand grip sensor contacts
    S2 . . . S8 705 . . . 708 National Semiconductor Power MOSFET
    IRL 520
    IS5 727 Omron round switch A-22-1

    Serial to Bluetooth data link module D1 701 provides connection of the Electronic Control Module (ECM) to a standard Bluetooth enabled host (playstation, laptop/desktop computer, PDA, mobile phone. ECM is controlled by firmware of the micro controller D2 702. Communication portion of the irmware supports the communication link between ECM and a host. Serial data input RTS and serial data output TXD of module D1 701 and microcontroller D2 702 are used to serially connect them.
  • The firmware continuously monitors the output pulses of the incremental optical servo drive shaft encoder M1 703.
  • Gear motor M2 704 works as the ECM servo drive. Gear motor M2 704 provides a driving torque or provides a resistive torque in active or passive dynamic mode functioning as a controlled brake to maintain the necessary exercise cord tension level. Switches S5 705, S6 706, S7 707, S8 708 are controlling the polarity of pulse width modulated signal (PWM) supplied to the motor 704. Pulse Width Modulation (PWM) control signals SC1 709, SC2 710, SC3 711 are supplied through the power MOSFETs S2 712, S3 713, S4 714 to the gear motor M2 704. S2 712 switch provides PWM of VDD2 amplitude to the gear motor 704. VDD is supplied from the main energy source : rechargeable battery V1 715 through the DC-DC converter D4 716 or from the alternative energy source: ultra-capacitor C1 717. The ultra-capacitor C1 717 charging/re-charging is controlled by the switch S4 714. Charging current is limited by the resistor R3 718. The ultra-capacitor C1 717 provides a high current boosting energy source for the servo drive. In case of rechargeable battery 715 and capacitor 717 been fully charged, the S3 713 switch provides connection of the motor 704 to the damping resistor R2 719. VDD1 720 level of the battery voltage is monitored by the microcontroller D2 702. AN1 voltage signal 721 monitored by the microcontroller 702 represents the gear servo motor 704 current. AN3 722 signal monitored by microcontroller 702 represents the charge voltage of the ultra-capacitor C1 717. Signal AN2 723 monitored by microcontroller 702 represents the dumping resistor current for the Motor M2 704 which could be used for dynamic breaking when negative passive motor torque is used to maintain the level of resistance during the resistance training exercise.
  • Hand grip sensor S1 724 provides electrical pulses detected from user's hand which allows to calculate current heart beat rate of the user. Pulses are getting amplified by operational amplifier D3 725 and are getting monitored by the microcontroller D2 702. Information about the current user's heart beat rate gets sent to the host computer or video game consul through wireless interface of the module 701. Information about current acceleration of the ECM is provided by the 3D accelerometer D5 726. Video game can show user in real time the better way to perform exercise and at the same time to adjust the resistance level of exercise to maintain the heart beat in the safe range.
  • FIG. 8 depicts wireless game controller for strength training where resistance is provided by dynamic force. The controller comprises 2 handles with embedded heart rate sensors 801. Handles are connected using plurality of springs 807. User can adjust the resistance by changing number springs. In one of the handle, electronic circuit is placed inside the body 802. The circuit contains motor 803 attached to a hoist, electronic control module 804, and battery 805. The electronic control module (ECM) 804 is designed similar to the electronic control modules depicted on FIG. 7, however, the capacity of capacitor 717 is substantially reduced as there is no need to provide substantial resistance. Motor is used just to trace the distance between the handles. There are sensors 808 located in the spots springs 807 attached to the body 802. Those sensors are connected to ECM to enable counting of number of springs used during the exercise. ECM is configured to periodically transmit to video gaming system information about exercise: number of reps performed, energy used, current distance between handles, the pulse, position and velocity from the accelerometer.
  • FIG. 9 depicts exemplary dependence of force 902 from position 901 during one rep of the exercise. During concentric step of the exercise motor is configured to use force 903. Motor generates energy that is stored in the capacitor 717. During eccentric step, motor recuperates energy and is configured to use force 904. Overall energy needed during the eccentric step is smaller than the energy generated during concentric step, which allow for the non-100% recuperation. This is needed in case of wireless embodiment. In the case when the resistance mechanism have access to an AC power supply, the force during eccentric step could be higher than during concentric step. Resistance can be provided by various means known in the art depicted on
  • FIGS. 10-12. FIG. 10 depicts a weight training machine where resistance is provided by an electrical motor/generator. 1001 is frame, 1002 is cable, 1003 is a gear box and 1004 is an electric motor. FIG. 11 depicts a weight training machine where resistance is provided by a hydraulic mechanism. 1101 is handle, 1102 is hydraulic cylinder. FIG. 11 depicts a weight training machine where resistance is provided by an electrical linear actuator. 1202 is a commercially available actuator, 1201 is an adjustable handle. Those machines can be coupled with video gaming system by an electrical circuit similar to one depicted on FIG. 7. On the alternatives, frames can be removed, and the variable resistance mechanism can be put into a more gadget like game controller.
  • The invention enables various physical exercise based activities, as can be illustrated by the example of remote or virtual online arm wrestling competition depicted on FIG. 13. The arm wrestling competition requires two participants. Each participant places one arm, both put either the right or left, on a surface, with their elbows bent and touching the surface, and they grip handle 1301 connected by the cable to the exercise box 1302 connected through video gaming system and internet to the same kind of video gaming system and exercise box at other participant's location. The goal is to pin the other's arm onto the surface, with the winner's arm over the loser's arm. Each participant's position is observed by the web-cam 1303 and gets displayed on the TV monitor 1304 . One can approximate the force a person is being able to apply during arm wrestling as a function of position, velocity, and time since the start of exercise. The arm wrestling exercise software on personal computer will provide several virtual opponents; each of them can be characterized by such a force function. During the virtual arm-wrestling, the user will select a partner and difficulty level. The software on video gaming system will receive from the controller current position and velocity, and using profile force curve and some random factor, calculate desired force and send it to the controller. The user technique (force, speed of the movement, posture, endurance, etc) is analyzed by the software and virtual coaching can be provided to improve user technique. The user force curve can be approximated from his exercise and such can become a part of user's online profile. This enables off-line virtual tournament, when software downloads another user's profile and use it as a virtual partner. In online tournament mode, two video gaming system exchange through internet current position, velocity, and force. The software is configured to adjust force simultaneously on 2 exercise boxes to synchronize position and velocity. Webcam is used to provide video link between 2 exercise partners.
  • It is beneficial to provide pose tracking into video game, physical exercise, or physiotherapy. Pose tracking is feasible with off the shelf methods and a higher resolution (2 mp or better) web camera. In the embodiment, fiduciary marks are imprinted on the handles of the controller to facilitate pose tracking. Further, user can wear ankle or wrist bands, or gloves with marks. Video gaming system recognizes the position of fiduciary marks using an open source ARToolKitPlus. Controller integrates data from the accelerometers and periodically transfers the integrated position and velocity to video gaming system The data are used to enhance the tracking precision. The software utilizes OpenCV motion tracking algorithms to combine the data from un-marked motion tracking, tracking of fiduciary marks, position data from the motor, and accelerometer data into single motion model. Intel integrated performance primitives library is used to facilitate image processing.
  • The system may be used to enable automated physiotherapy. Physiotherapist sets exercise parameters and observe initial session through web cam over Internet. During recovery after a dislocation, it is important to allow joint movement up to certain angle, and provide different resistance during eccentric and concentric phases. The software in video gaming system is configured to supervise users exercises and provide the controlled level resistance to the patient's hand movement at each stage of the exercise. During exercise, the software displays screen schematically shown on FIG. 14. The software displays computer generated model 1401 of the patient hand with posture adopted from the pose tracking modules. The software displays current velocity 1402 and visual guidance (faster/slower/good) 1403 to the user. The software also displays therapeutic limit 1405 for the user and provide audio/visual warning 1406 in the case the limit is approached. The user progress is stored as a part of online profile. Resistance is provided by the exercise box described on FIG. 3. Physiotherapist periodically performs review of patent's online profile and modifies parameters.
  • There is research claiming that vibrating the resistance during exercise substantially increases exercise efficiency and has physio-therapeutical effect The invention can easily provide such an exercise regime. Further, because the invention tracks the use posture and exercise speed, the vibrating regime can be optimized depending on those parameters. FIGS. 15 and 16 show example of manipulation of exercise resistance force's magnitude. FIG. 15 shows an exemplary plot of the force as a function of position, while FIG. 16 as a function of time.
  • Many of the known video games use a video camera (such as a combination of visible light and infrared video camera as provided in Microsoft Kinect) to track users posture. The invention advantageously uses video camera to recognize exercise device used by the user (or available to be used in a view of the video camera), as well as the current setting of the exercise device. This information is advantageously used to record the history of exercise regime, adjust prompts given to the user by the exercise system, and to plan exercise regime. In an embodiment, the exercise devices contains markers to facilitate the recognition. In some embodiments of the invention, the markers are available for sales and can be attached to pre-existing exercise devices. In other embodiments, the invention is compatible only with a limited number of exercise devices with pre-manufactured markers, those enabling lock-in of the costumer and more profits. It is apparent to one ordinary skilled in the art that more business methods falls within the scope of invention.
  • FIG. 17 shows a dumbbell with a barcode 1702. It is apparent to one ordinary skilled in the art different kind of markers, such as 2D barcode, color codes, etc can be practiced within the scope of the invention.
  • FIG. 18 shows user exercising with an ordinary dumbbells. The system registering the dumbbells by allowing user to demonstrate them and record the corresponding weight. The system remembers the relative sizes of the object with known size (1804) and the adjustable weights, that enables to recognize the currently installed weight.
  • FIG. 20 shows user exercising with an exercise band with replaceable resistance bands. In an embodiment, each replaceable band is equipped with a marker, having two high contract black ends 1906 and color coded pieces 1907-1909 in between. In an embodiment, the video gaming system is configured by software to recognize the current resistance using computer vision techniques. For example, when the exercising with rubber bands, pose tracking information could be used to identify the current length of the rubber band. In an embodiment, the rubber band has high contrast object or markings on it, facilitating the recognition of the current resistance level.
  • FIG. 21 shows an exemplary architecture to communicate between exercise software 2101 and gaming or entertaining software 2103. In an embodiment, by achieving exercise goals, such as time or intensity of exercise, or upon reaching a milestone (ten push-ups), user earns a number of points. The points then can be used by entertaining software to buy time (e.g., a teenager can watch his favorite series only after exercising for half hour) or access to premium content (e.g., a teenager can got access to R-rated movie or premium weapon or money in virtual reality game).
  • FIG. 35 shown an architecture to enable control of a conventional game or an application using exercise equipment. The muscle training controller supports HID profile 3502. A software utility called GlovePlE 3505 is installed on a PC. The utility is configure to translate muscle training events (e.g., movement of exercise device or handle) into joystick, or mouse and keyboard events 3504. Conventional game or application 3503 receives translated events.
  • FIG. 36 illustrates the concept of audio and visual reinforcement of an exercise. During the exercise, at least a portion of the VGS screen displays an attractive to the user picture 3602. However, at least a portion of a picture is hidden by an obstructive image 3601. The obstructive image is removed as user progresses on exercise. One skilled in the art would understand that this concept can be used for static images, videos, and audio. For example, a user may elect to be required to exercise during a football match. If intensity of the exercise is not on track, the image will became blurred or obscured. The user will have to be back on track to the see the image. On the alternative, the user might be watching a movie and a particularly interesting for a user moment will be approaching. User will be required to push really hard to see the most interesting scene. It is apparent to once ordinary skilled in the art that instead of obscuring the video, one may just pause it for a time.
  • FIG. 39 depicts an exemplary screen of a video game. The goal of the game is to collect as many as possible eggs 3901 into bucket 3902. The eggs are falling down. The game can be controlled using a controller depicted on FIG. 49. By moving handles left and right, the bucket can be moved accordingly. By applying greater force at the handles, the player can increase the speed the bucket can move on the screen, or directly earn points.
  • FIG. 49 depicts overall view and FIGS. 47, 48, 50-60 alternative embodiments and implementation details of a strength machine based on a common idea - the resistance force is provided by counteracting of different muscle group. For example, on FIG. 55 user 5501 pulls up both handles 5502 and 5503. The handles connected by cord 5505. The cord goes through two blocks (pulleys) that are located in extension legs underneath WII balance board. When user moves one handle upward, another handle is moved up,n allowing for eccentric and concentric motions. The handles have 3d accelerometers and can transfer information used to trace their position to WII console. The tension in the cord creates extra force at the legs, which is measured by WII balance board build in scales and transferred to WII console. The gaming software on WII console receives the pressure at each of the four legs and use it to calculate the resistance force used during exercise.
  • In the simplest form, the pulley based strength staining machine can be implemented as an electronic-less upgrade to Wii Balance board. Such a product would contain 2 handles connected with a rope of adjustable length, one of the handles would have a pocket to insert WII remote, and 2 leg extensions - 2 with blocks, 2 without blocks.
  • A lot of other different pulley based machines coupled with a video gaming system are in the scope of invention. Some configurations are shown on FIGS. 47, 48, 50-60.
  • The invention can advantageously monitor the user pulse rate and advantageously use the pulse rate information to adjust the exercise parameters. For example, if pulse rate is too high, the invention can advantageously suggest to use slower motion or reduce the resistance or exercise duration, or number of repetitions and/or sets. If the pulse rate is too high, the invention will advantageously increase the exercise demand. The invention will advantageously store user pulse rate for various exercises and use this information to optimize parameters for future exercises.
  • Many possible pulse measurement techniques can be used in the invention. In some embodiments, traditional electric contact based heart sensors are used, as shown on FIG. 8, 801.
  • However, the invention advantageously envisions the use of noncontact heart and breath monitoring techniques in exercise machines. Some of the methods for noncontact measurements of heart and breath rate include include laser Doppler (S. Ulyanov and V. Tuchin, “Pulse-wave monitoring by means of focused laser beams scattered by skin surface and membranes,” in Proc. SPIE, Los Angeles, Calif., 1984, pp. 160-167), microwave Doppler radar (E. Greneker, “Radar sensing of heartbeat and respiration at a distance with applications of the technology,” in Proc. Conf. RADAR, Edinburgh, U.K., 1997, pp. 150-154) and thermal imaging (M. Garbey, N. Sun, A. Merla, and I. Pavlidis, “Contact-free measurement of cardiac pulse based on the analysis of thermal imagery,” IEEE Trans. Biomed. Eng., vol. 54, no. 8, pp. 1418-1426, August 2007). Although use of all the methods above are within the scope of invention, in the preferred embodiment the invention uses ordinary Web camera coupled with video gaming system, ordinary web camera installed on a treadmill or other specialized exercise device, the phone camera, or camera build in the Kinect or similar peripheral. The same camera is preferably used for motion and pose tracking. It is know in the art that light reflection properties of human skin changes with blood pulse (see J. Allen, “Photoplethysmography and its application in clinical physiological measurement,” Physiol. Meas., vol. 28, pp. R1-R39,Mar. 2007). Those slight color changes could be used to detect the pulse and breathing rate (see W. Verkruysse, L. O. Svaasand, and J. S. Nelson, “Remote plethysmographic imaging using ambient light,” Opt. Expr., vol. 16, pp. 21434-21445, Dec. 2008. and M. Z. Poh, D. J. McDuff, and R. W. Picard, “Non-contact, automated cardiac pulse measurements using video imaging and blind source separation,” Opt. Expr., vol. 18, pp. 10762-10774,May 2010.). All the references are incorporated here within by reference. In the research prototypes developed in the art, OpenCV library is used for face detection, and then blind signal decomposition is used to detect the pulse. Although the same method can be practiced with the invention, another approach would include parametric modelling of skin color changes and detection of the parameter change.
  • The invention advantageously automatically determines by the processor of a video gaming system the resistance force used during strength training exercise. In one embodiment, the video camera coupled with a video gaming system is used to recognize the weights or adjustable resistance band, or not extended length of resistance band. In other embodiments, the video gaming system receives the resistance directly from the strength machine coupled with a video gaming system. In embodiments, the same video camera is used to recognize the person who is exercising.
  • In an embodiment, the information of a person exercise history could be used to enable a business transaction with the said person. For example, a person may qualify for a discounted health or life insurance rate in consideration of a regular exercise. In this case the invented software would aggregate the exercise history information and use it as evidence with the insurance provider. Alternatively, the need to exercise may be a safety requirement associated with the job condition, or part of a sentence, or a condition of receiving disability benefits while recovering. The exercise history can be used for grading in the school curriculum. The invention can be used for all those purposes. In an embodiment, the invention use biometric data, such as face or fingerprint recognition to identify the person who exercised. In an embodiment, the invention can use multiple video gaming systems, for example the personal computer equipped with a web camera could be used to monitor in-house exercises, and a smartphone with location identification service, accelerometer, and web camera could be used for outdoor activities. In an embodiment, the system can monitor and facilitate early development activities of child.

Claims (1)

1. A method of facilitating strength training exercise by a person, wherein a computer system performs the following steps:
a. Receive from an exercise professional a first information regarding target exercise regime for the person;
b. Communicate a second information indicative of a resistance force during said strength training exercise,
c. Provide to the exercise professional a third information indicative of a progress of said strength training exercise
wherein
the person communicates with a video gaming system during said strength training exercise.
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