U.S. patent application number 09/791880 was filed with the patent office on 2001-07-12 for pedometer with game mode.
This patent application is currently assigned to Nintendo Co., Ltd.. Invention is credited to Harada, Takahiro, Shimizu, Kazunobu.
Application Number | 20010007825 09/791880 |
Document ID | / |
Family ID | 17724079 |
Filed Date | 2001-07-12 |
United States Patent
Application |
20010007825 |
Kind Code |
A1 |
Harada, Takahiro ; et
al. |
July 12, 2001 |
Pedometer with game mode
Abstract
An object of the present invention is to provide a new pedometer
with game mode which can be used as a game by a child to get some
exercise such as walking and/or running without reluctance. When a
vibration is detected by a vibration detector, the count values of
a step-number counter and an integrating counter are incremented,
and thereby a display state of a character displayed on an LCD is
varied based on the count values of step-number counter and/or the
integrating counter.
Inventors: |
Harada, Takahiro; (Kyoto,
JP) ; Shimizu, Kazunobu; (Kyoto, JP) |
Correspondence
Address: |
Nixon & Vanderhye P.C.
1100 N. Glebe Rd., 8th Floor
Arlington
VA
22201
US
|
Assignee: |
Nintendo Co., Ltd.
|
Family ID: |
17724079 |
Appl. No.: |
09/791880 |
Filed: |
February 26, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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09791880 |
Feb 26, 2001 |
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09161990 |
Sep 29, 1998 |
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6213872 |
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Current U.S.
Class: |
463/7 ;
463/36 |
Current CPC
Class: |
A63B 2220/17 20130101;
G01C 22/006 20130101; A63B 24/00 20130101; A63F 2300/8058 20130101;
A63B 71/0622 20130101; A63B 2208/12 20130101; A63F 2300/1012
20130101 |
Class at
Publication: |
463/7 ;
463/36 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Oct 3, 1997 |
JP |
287967/1997 |
Claims
What is claimed is:
1. A pedometer with game mode used by being attached to a part of a
user's body for displaying the number of steps according to a walk
taken by the user, comprising: vibration detecting means for
detecting a vibration created by the user's walk; counting means
for counting at least an output of said vibration detecting means
to obtain the number of steps; step-number display means for
displaying a count value of said counting means as step-number
information; character display means for displaying a character for
a game; and character-display control means for controlling a
display state of the character displayed on said character display
means so as to vary the state based on at least the count value of
said counting means.
2. A pedometer with game mode as claimed in claim 1, wherein said
character-display control means includes:
character-display-variation-dat- a generating means for generating
data to vary the display state of the character for the game, and
modification-data supplying means for supplying data which adds a
different modification to the display state of the character that
said character-display-variation-data generating means made, based
on the count value of said counting means.
3. A pedometer with game mode as claimed in claim 1, wherein said
character-display control means includes:
character-display-variation-dat- a generating means for generating
data to vary the display state of the character for the game, and
modification-data supplying means for supplying data which adds a
different modification to the display state of the character that
said character-display-variation-data generating means made, with
using the count value of said counting means as random data.
4. A pedometer with game mode as claimed in claim 2, further
comprising time data generating means for generating time data,
wherein said modification-data supplying means varies the display
state of the character based on said time data and the count value
of said counting means.
5. A pedometer with game mode as claimed in claim 1, wherein said
character-display-variation-data generating means includes:
game-program storage means for storing programs capable of
displaying a character for a plurality of games, processing means
for executing one selected program from among the programs for
character display for the plurality of games stored in said
game-program storage means, and program selecting means for
selecting any one of programs from among the plurality of game
programs stored in said game-program storage means, based on the
count value of said counting means.
6. A pedometer with game mode as claimed in claim 1, further
comprising a reset switch for resetting the step-number information
by the user's operation, wherein said counting means includes a
first counting means and a second counting means, said first
counting means resets its count value in response to the operation
of said reset switch, and counts the output of said vibration
detecting means which is received thereafter to obtain the number
of steps, said step-number display means displays the count value
of said first counting means, said second counting means
accumulatively counts the output of said vibration detecting means
to obtain an accumulated value of the number of steps, and said
character-display control means controls the display state of the
character displayed on said character display means so as to vary
the state based on the count value of said second counting
means.
7. A pedometer with game mode as claimed in claim 1, further
comprising a reset switch for resetting the step number information
by the user's operation, wherein said counting means includes a
first counting means and a third counting means for counting the
output of said vibration detecting means to obtain the number of
steps; said first counting means resets its count value in response
to the operation of said reset switch, then counts the output of
said vibration detecting means which is received thereafter to
obtain the number of steps, and makes said step-number display
means display its count value; said third counting means increments
its count value each time the count value of said first counting
means increases by a predetermined value; and said character
display means is for displaying a virtual pet and capable of
varying representation of the virtual pet according to a plurality
of patterns; said pedometer with game mode further comprising a
control switch controller, for selecting and inputting a desired
count-value data to be given as a present to said virtual pet
within the value counted by said third counting means, wherein said
character-display control means controls an expression of the
virtual pet displayed by said character display means so as to vary
the expression based on the count value data selected, inputted and
given by the operation of said control switch.
8. A pedometer with game mode used by being attached to a part of a
user's body for displaying the number of steps according to a walk
taken by the user, comprising: vibration detecting means for
detecting a vibration created by the user's walk; counting means
for counting at least an output of said vibration detecting means
to obtain the number of steps; step-number display means for
displaying a count value of said counting means as step number
information; character display means for displaying a virtual pet
for a game; and character-display control means for controlling a
behavior state of the virtual pet displayed on said character
display means so as to vary the state based on at least the count
value of said counting means.
9. A pedometer with game mode as claimed in claim 8, further
comprising time data generating means for generating time data,
wherein said character-display control means controls a first
display state to make said virtual pet behave in connection with
time based on said time data and a second display state to make the
virtual pet behave based on the count value of said counting means
differently than it behaves in connection with time.
10. A pedometer with game mode as claimed in claim 8, further
comprising a reset switch for resetting the step-number information
by the user's operation, wherein said counting means includes a
first counting means and a second counting means, said first
counting means resets its count value in response to the operation
of said reset switch, and counts the output of said vibration
detecting means which is received thereafter to obtain the number
of steps, said step-number display means displays the count value
of said first counting means, said second counting means
accumulatively counts the output of said vibration detecting means
to obtain an accumulated value of the number of steps, and said
character-display control means controls the display state of the
character displayed on said character display means so as to vary
the state based on the count value of said second counting
means.
11. A pedometer with game mode used by being attached to a part of
a user's body for displaying the number of steps according to a
walk taken by the user, comprising: vibration detecting means for
detecting a vibration created by the user's walk; counting means
for counting an output of said vibration detecting means to obtain
the number of steps; step-number display means for displaying a
count value of said counting means as step-number information;
character display means for displaying a character for a game; a
control switch for game operation; and character-display control
means for controlling a display state of the character displayed on
said character display means so as to vary the state, said
character-display control means including:
character-display-variation-data generating means for, when
receiving instructions to start the game with the operation of said
control switch, generating data to vary the display state of the
character for the game and varying the display state according to
the operation of said control switch, and means for counting the
number of times the game can be played whenever detecting that the
count value of said counting means is more than or equal to a given
value to permit game play, then decreasing the number for game play
for each of said instructions to start the game, and thereby
activating the game play within the number of times the game can be
played.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] This invention relates to pedometers with game mode and,
more specifically, to a pedometer with game mode which varies an
image of a character or a scene displayed thereon for a game based
on its count value. Thus, the pedometer can be used as a game with
enjoyment even by a child.
[0003] 2. Description of the Background Art
[0004] It is to be noted that recently, the number of playgrounds
for children decreases in towns, causing the children who do not
get enough exercise to increase in number. Resultantly, it becomes
a social problem that the number of fat children and the children
suffering from symptoms of geriatric-diseases is growing. It is
well known that walking is most effective for solving the shortage
of exercises. However, walking itself is too monotonous and weary
exercise even for an adult to continue, much more for a child.
[0005] To encourage a person for overcoming such monotony and
weariness in walking, provided are conventional pedometers which
simply indicate the number of steps the walker has taken.
Conventional pedometers are simply used to count the number of
steps when a person takes a walk for the sake of health, and to
indicate the counted step numbers. Some of the conventional
pedometers have auxiliary modes such as calculating the consumed
calorie of the walker based on step-number data. However
conventional pedometers, even with such auxiliary mode, lack every
entertainment elements, so that no child may take pleasure in using
it. The children might not be motivated to walk or run by the
conventional pedometers for adults. For this reason, a pedometer
capable of being used with enjoyment even by a child is
desired.
SUMMARY OF THE INVENTION
[0006] The present invention has been made to solve the
above-described conventional problems. A first aspect of the
present invention, a pedometer with game mode used by being
attached to a part of a user's body for displaying the number of
steps according to a walk taken by the user, comprises:
[0007] vibration detector for detecting a vibration created by the
user's walk;
[0008] counter for counting at least an output of the vibration
detector to obtain the number of steps;
[0009] step-number display for displaying a count value of the
counter as step-number information;
[0010] character display for displaying a character for a game;
and
[0011] character-display controller for controlling a display state
of the character displayed on the character display so as to vary
the state based on at least the count value of the counter.
[0012] As apparent from the above, according to the first aspect of
the present invention, it is possible to control the character
image based on the number of waking steps.
[0013] According to a second aspect, in the first aspect of the
present invention, a pedometer with game mode, wherein the
character-display controller includes:
[0014] character-display-variation-data generator for generating
data to vary the display state of the character for the game,
and
[0015] modification-data supplier for supplying data which adds a
different modification to the display state of the character that
the character-display-variation-data generator made, based on the
count value of the counter.
[0016] As apparent from the above, according to the second aspect
of the present invention, it is possible to further modify the
display state of character based on the number of walking
steps.
[0017] According to a third aspect, in the third aspect of the
present invention, a pedometer with game mode, wherein the
character display controller includes:
[0018] character-display-variation-data generator for generating
data to vary the display state of the character for the game,
and
[0019] modification-data supplier for supplying data which adds a
different modification to the display state of the character that
the character-display-variation-data generator made, with using the
count value of the counter as random data. As apparent from the
above, according to the third aspect of the present invention, it
is possible to modify the display state of character based on the
number of walking steps at random.
[0020] According to a fourth aspect, in the second aspect of the
present invention, a pedometer with game mode, further comprises
time data generator for generating time data,
[0021] wherein the modification-data supplier varies the display
state of the character based on the time data and the count value
of the counter.
[0022] According to a fifth aspect, in the first aspect, a
pedometer with game mode, wherein the
character-display-variation-data generator includes:
[0023] game-program storage for storing programs capable of
displaying a character for a plurality of games,
[0024] processor for executing one selected program from among the
programs for character display for the plurality of games stored in
the game-program storage, and
[0025] program selector for selecting any one of programs from
among the plurality of game programs stored in the game-program
storage, based on the count value of the counter.
[0026] According to a sixth aspect, in the first aspect of the
present invention, a pedometer with game mode, further comprising a
reset switch for resetting the step-number information by the
user's operation, wherein
[0027] the counter includes a first counter and a second
counter,
[0028] the first counter resets its count value in response to the
operation of the reset switch, and counts the output of the
vibration detector which is received thereafter to obtain the
number of steps,
[0029] the step-number display displays the count value of the
first counter,
[0030] the second counter accumulatively counts the output of the
vibration detector to obtain an accumulated value of the number of
steps, and
[0031] the character-display controller controls the display state
of the character displayed on the character display so as to vary
the state based on the count value of the second counter.
[0032] According to a seventh aspect, in the first aspect of the
present invention,
[0033] a pedometer with game mode, further comprises a reset switch
for resetting the step number information by the user's
operation,
[0034] wherein the counter includes a first counter and a third
counter for counting the output of the vibration detector to obtain
the number of steps;
[0035] the first counter resets its count value in response to the
operation of the reset switch, then counts the output of the
vibration detector which is received thereafter to obtain the
number of steps, and makes the step-number display display its
count value;
[0036] the third counter increments its count value each time the
count value of the first counter increases by a predetermined
value; and
[0037] the character display is for displaying a virtual pet and
capable of varying representation of the virtual pet according to a
plurality of patterns;
[0038] the pedometer with game mode further comprises a control
switch controller, for selecting and inputting a desired
count-value data to be given as a present to the virtual pet within
the value counted by the third counter, wherein
[0039] the character-display controller controls an expression of
the virtual pet displayed by the character display so as to vary
the expression based on the count value data selected, inputted and
given by the operation of the control switch.
[0040] According to an eighth aspect of the present invention, a
pedometer with game mode used by being attached to a part of a
user's body for displaying the number of steps according to a walk
taken by the user, comprises:
[0041] vibration detector for detecting a vibration created by the
user's walk;
[0042] counter for counting at least an output of the vibration
detector to obtain the number of steps;
[0043] step-number display for displaying a count value of the
counter as step number information;
[0044] character display for displaying a virtual pet for a game;
and
[0045] character-display controller for controlling a behavior
state of the virtual pet displayed on the character display so as
to vary the state based on at least the count value of the
counter.
[0046] According to a ninth aspect, in the eighth aspect of the
present invention, a pedometer with game mode, further comprises
time data generator for generating time data, wherein
[0047] the character-display controller controls a first display
state to make the virtual pet behave in connection with time based
on the time data and a second display state to make the virtual pet
behave based on the count value of the counter differently that it
behaves in connection with time.
[0048] According to the a tenth aspect, in the eighth aspect of the
present invention, a pedometer with game mode, further comprises a
reset switch for resetting the step-number information by the
user's operation, wherein
[0049] the counter includes a first counter and a second
counter,
[0050] the first counter resets its count value in response to the
operation of the reset switch, and counts the output of the
vibration detector which is received thereafter to obtain the
number of steps,
[0051] the step-number display displays the count value of the
first counter,
[0052] the second counter accumulatively counts the output of the
vibration detector to obtain an accumulated value of the number of
steps, and
[0053] the character-display controller controls the display state
of the character displayed on the character display so as to vary
the state based on the count value of the second counter.
[0054] According to the eleventh aspect, a pedometer with game mode
used by being attached to a part of a user's body for displaying
the number of steps according to a walk taken by the user,
comprises:
[0055] vibration detector for detecting a vibration created by the
user's walk;
[0056] counter for counting an output of the vibration detector to
obtain the number of steps;
[0057] step-number display for displaying a count value of the
counter as step-number information;
[0058] character display for displaying a character for a game;
[0059] a control switch for game operation; and
[0060] character-display controller for controlling a display state
of the character displayed on the character display so as to vary
the state,
[0061] the character-display controller including:
[0062] character-display-variation-data generator for, when
receiving instructions to start the game with the operation of the
control switch, generating data to vary the display state of the
character for the game and varying the display state according to
the operation of the control switch, and
[0063] counter for counting the number of times the game can be
played whenever detecting that the count value of the counter is
more than or equal to a given value to permit game play, then
decreasing the number for game play for each of the instructions to
start the game, and thereby activating the game play within the
number of times the game can be played.
[0064] Therefore, an object of the present invention is to provide
a novel pedometer with game mode which can be also used as a game
with enjoyment even by a child and therefore used as one of
amusement.
[0065] Another object of the present invention is to provide a
pedometer with game mode with which a child can get exercise such
as walking and/or running without reluctance and with looking
forward to seeing the increasing amount of exercise.
[0066] The present invention is a pedometer used by being attached
to a part of a user's body for displaying the number of steps
according to a walk taken by the user, including vibration
detecting means for detecting a vibration created by the user's
walk, counting means for counting an output of the vibration
detecting means and thereby obtaining the number of steps,
step-number display means for displaying a count value of the
counting means as step-number information, character display means
for displaying a character for a game, and character-display
control means for controlling a display state of the character
displayed on the character display means so as to vary the state
based on the count value of the counting means.
[0067] According to an embodiment of the present invention, the
character to be displayed for the game is a living thing, for
example, a person, a dog, a cat and the like, or a virtual pet such
as an imaginary creature like a monster. The pedometer according to
the present embodiment varies a display state of the character
according to step-number information or information relating to the
number of steps (for example, entire or a part of integrated-value
information about the number of steps).
[0068] According to another embodiment of the present invention, a
pedometer with game mode includes means for generating clock
information or present time information, and varies the behavior or
gestures of a character based on the information relating to time.
Thus, it is possible to provide the character with variations
different from those based on the step-number information.
[0069] The present invention can realize a new pedometer with game
mode which can be used as a game even by a child and used as one of
amusement.
[0070] Accordingly, a child having the pedometer according to the
present invention does some exercise such as walking or running
with using the pedometer as a game, so that the child can secure
the amount of exercise required in a day with looking forward to
seeing the increasing amount of exercise and thus improve his/her
health.
[0071] These and other objects, features, aspects and advantages of
the present invention will become more apparent from the following
detailed description of the present invention when taken in
conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0072] FIG. 1 is a graph showing an appearance of a pedometer with
game mode according to an embodiment of the present invention;
[0073] FIG. 2 is a block diagram showing a construction of the
pedometer of FIG. 1,
[0074] FIG. 3 is a graph in assistance of explaining a memory map
of working RAM and display RAM of FIG. 2;
[0075] FIG. 4 is a side view showing a vibration detector of FIG.
2;
[0076] FIGS. 5 and 6 are graphs showing examples of game images
displayed by the pedometer with game mode of FIG. 1;
[0077] FIG. 7 is a flowchart showing an operation of the pedometer
with game mode of FIG. 1;
[0078] FIG. 8 is a graph showing an example of game character
images displayed on the pedometer with game mode according to the
present invention;
[0079] FIGS. 9, 10A, and 10B are graphs forming a flowchart showing
operations performed by the pedometer with game mode according to
the present invention;
[0080] FIG. 11 is a flow chart similar to FIG. 7, but three steps
with respect to watt are added thereto;
[0081] FIG. 12 is a flowchart similar to FIG. 10, but a sub-routine
with respect to watt is added thereto;
[0082] FIGS. 13A, 13B, 13C, 13D, and 13E are graphs showing an
example of display images showing various state of a virtual pet;
and
[0083] FIG. 14 is a flowchart showing the operation of sub routine
of FIG. 12.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0084] In FIG. 1, an appearance of a pedometer with game mode
(hereinafter, referred to as a "pedometer") according to an
embodiment of the present invention is shown. The pedometer 10
includes a main screen 12 mainly constructed by a Liquid Crystal
Display (hereinafter, referred to as an "LCD 12") located on the
front-side surface of a housing 11, and a control section 13 formed
below the LCD 12.
[0085] The LCD 12 is a dot-matrix type display, and is provided
with a game image display screen 121 in a large area thereof. The
game image display screen 121 (sic section) is used for displaying
a character or a figure. The LCD 12 is further provided with a
clock image display section 122 above the game image display screen
121 for displaying time, and a step-number image display section
123 below the game image display screen 121 for displaying the
number of steps. More preferably, in appropriate positions around
the game image display screen 121, provided are icons 124, 125, 126
and the like which are manipulated by a user to designate different
input modes.
[0086] For example, the icon 124 is a mark displayed on the screen
to represent "a set time information" with which the user can set
an time information and input that set time information into the
pedometer 10. Similarly, the icon 125 is a mark representing "an
alarm time" for the user to set an alarm time. The icon 126 is a
mark representing "a game mode" for the user to select a game mode
in which the user (a player) can play a game independently of
step-number data and/or time data.
[0087] The control section 13 includes a reset button 131, a start
button 132, a direction-instructing switch 133 for giving
instructions on selection of an icon or transfer of a character in
the game mode, and behavior switches 134 and 135 for giving
instructions on the behavior of the character.
[0088] In addition, in the housing 11 is accommodated an electric
circuit substrate containing a one-chip microcomputer and various
electronic components shown in FIG. 2 which will be described soon
later. Moreover, on the back-side of the housing 11 is formed a
hook for hooking the pedometer on a user's belt or the like to be
attached to the body, in the same manner as in conventional
pedometers.
[0089] In FIG. 2, a block diagram of an electric circuit substrate
incorporated in the pedometer 10 is shown. A circuit EC includes a
one-chip microcomputer 20. The one-chip microcomputer 20 is
comprised of a CPU core 21, a read only memory (ROM) 22, and
random-access memory (RAM) 23. ROM 22 stores the following programs
in a non-revisable mode. Those programs, for example, includes a
clock display program, an alarm generation program, a step number
calculating and display program, a step number accumulation, and a
game program for displaying images based on various information
including present time, step-number, accumulated-step-number, and
the like.
[0090] The game program contains, for example, data of characters
shown in FIGS. 5, 6 and 8 each displayed in the game mode, and a
program whose operation flow charts are shown in FIGS. 7, 9 and 10
for controlling the display of those characters' images. Further,
the game program may be a program for varying the displayed images
representing the game state independently of the present time or
the step number. For example, a program for a mini-game such as a
slot machine and a fortunetelling game are also possible.
[0091] RAM 23 is used as a working memory or a register for
temporarily storing various data which is required when the
pedometer 10 is used as a clock, a pedometer, or a game machine.
The details of RAM 23 will be described later with reference to
FIG. 3.
[0092] To the CPU core 21 are connected each of switches or buttons
131 to 135 included in the control section 13, and a vibration
detector 24. In addition, to the CPU core 21 is connected as
required a hardware reset switch 25 in order for the user to
initial clear (cold reset) RAM 23 and display RAM 26 at the start
of usage of the pedometer 10. The CPU core 21 performs processing
according to the programs in response to the input from the
switches and the vibration detector 24, and further generates the
display data for varying the images displayed on the LCD 12. The
display data processed by the CPU 21 is outputted to the display
RAM 26 to be temporarily stored, and then supplied through an LCD
driver 27 for the LCD 12 to be displayed.
[0093] Next, specifically described is a function of the CPU core
21. The CPU core 21 clocks a present time according to each program
stored in ROM 22, and also obtains the number of steps by counting
the output of the vibration detector 24. The CPU core 21 further
generates the display data for varying the character images
displayed on the game display screen 121 to represent predetermined
game state based on the present time data and/or the step-number
data. Note that the game state represented by character images is
referred to as "display state" hereinafter. In the case where the
display state is varied based on the count value of a step-number
counter 23b (FIG. 3), the user can realize a desired display state
by shaking the pedometer 10 by hand to cause vibrations and thereby
incrementing the counter. On the other hand, in the case where the
display state is varied based on an integrating counter 23c (FIG.
3), since the user cannot always grasp the count value,
unpredictable or random fashioned variations of the display state
can be realized, which means variations depending on indefinite
factors which are effective for a game can be acquired. That is,
the count value of the integrating counter 23c can be used in place
of random number data ROM generating random number data for the
game.
[0094] Used as conditions or factors determining the variations of
the game display state is information on the basis of more than one
or two of the following information; the step number information,
the integrated-step-number information, and the present time
information. As variations of the display state regarding the game,
it is thought that the character or a virtual pet behaves or makes
motions and gestures according to time. Those behaves or gestures
may be "getting up", "brushing its teeth", "having a meal",
"walking", "running", "studying", "playing a ball", "sleeping", and
the like, for example. The character or virtual pet is a living
thing such as a person, a dog, a cat and the like, or an imaginary
creature like a monster. It is possible to enhance the game
features by varying the display state of the character so that the
user can bring it up as the other self of the user or a pet.
Furthermore, it is possible to set the behavior of the character
corresponding to a schedule for a day of the user to vary the
behavior pattern based on the step-number information or the
integrated-step-number information.
[0095] With reference to FIG. 3, a memory map of working RAM 23 and
display RAM 26 is described. Working RAM 23 includes a counter area
231 and a register area 232. The counter area 231 uses a plurality
of registers as counters, which includes, for example, a clock
counter 23a for clocking the present time, the step-number counter
23b and the integrating counter 23c. The clock counter 23a clocks
the present time on the basis of a reference clock 28. The
step-number counter 23b is reset by the user's operation of pushing
a reset button 131, and counts the number of steps after the reset
by counting pulses supplied by the vibration detector 24. The
integrating counter 23c integrates or accumulates the step number
taken from the start of usage of the pedometer 10 to present,
thereby obtaining the integrated value of the step number. The
integrated value or accumulated value is used in all figures or
partial figures when random data is required to control the
game.
[0096] More preferably, the counter area 231 includes a watt
counter (game counter) 23d for incrementing its count value by one
each time the step-number counter 23b or the integrating counter
23c increments its count value by a predetermined value (for
example, twenty steps). The count value of the watt counter (game
counter) 23d is used as a value for playing a mini-game or a value
which can be given to the character as a present in order to please
the character. For example, when electricity or energy is given as
a present, the unit of the count value is referred to as
"watt").
[0097] The register area 232 is composed of a plurality of
registers, which includes, for example, an alarm time register 23e
and a backup register 23f, and in addition, a game-play-number
register 23g as required. The alarm time register 23e is also used
to store the set alarm time. The backup register 23f is used to
store and keep the step-number information of a day during
twenty-four hours in the next day in the case of controlling the
game with using the step-number information of the previous day
(for example, in the case of producing such a display that the
virtual pet is still tired when the amount of walks taken in the
previous day is large). Display RAM 26 has a storage area
corresponding to the number of dots in rows and columns of the LCD
12.
[0098] With reference to FIG. 4, the vibration detector 24 is
described. The vibration detector 24 includes a substrate 240, a
pendulum 241, and a lead switch 242. The pendulum 241 have an
elongated spring 243 fixed on the substrate 240 in a manner so that
the spring 243 can swing in a direction substantially perpendicular
to the main plane of the substrate 240. The pendulum 241 further
have a magnet 244 fixed at free end of the spring 240, and is able
to reciprocate in the same direction in which the spring 243
swings. A lead switch 242 is provided in the position to which the
magnet 244 moves close to the substrate 240. Each time a vibration
is added to the pedometer 10 when the user putting on the pedometer
10 walks or runs, the magnetic 244 vertically reciprocates.
Resultantly, the lead switch 242 is turned on/off by magnetism of
the magnet 244. In this way, a pulse is generated for each
step.
[0099] With reference to FIGS. 5 and 6, an example of character
image displayed according to the game state displays on the
pedometer 10 is described. The figures particularly show the case
that is a person who is an imaginary friend of the user, and
behaves in accordance with user's way of life in a day. However,
the character or virtual pet is not restricted to the above, but
may be an animal such as a dog and a cat, or a monster, an
imaginary cute creature, and the like.
[0100] In FIG. 5, the game character's or virtual pet's images
corresponding to each of display state from the morning to the noon
are shown. Image Ia represents that the game character or the
virtual pet wakes up in the "morning",
[0101] image Ib represents that the game character or the virtual
pet "brushes" his or her tooth,
[0102] image Ic represents that the game character or the virtual
pet "munches" the breakfast,
[0103] images Id and Id1 represent that the game character of the
virtual pet "studies" n and takes exercises speaking "One, Two,
Three, Four", respectively, and image Ie represents that the
character or the virtual pet "munches" the lunch.
[0104] In FIG. 6, the game character's or virtual pet's images
corresponding to each of display state from the noon to the night
are shown. Image If, If1, and If2 represent that the game character
or the virtual pet plays the guitar, swims, and plays soccer,
respectively,
[0105] Image Ig represents that the game character or the virtual
pet "munches" the supper,
[0106] images Ih, Ih1, and Ih2 represent that the game character or
the virtual pet watches TV, plays with a radio control car, and
operates a computer, respectively.
[0107] Images Ii and Ii1 represent that the game character of the
virtual pet takes a shower and takes a bath, respectively, and
[0108] Image Ij represents that the game character or the virtual
pet sleeps.
[0109] With reference to FIG. 7, a main operation performed by the
pedometer 10 according to the present invention is described. To
start the operation of the pedometer 10, the user puts in a battery
therein, first.
[0110] At step S1, the images of icons 124, 125 and 126 described
with reference to FIG. 1 are displayed on the LCD 12. Then, an
input mode screen is displayed on the LCD 12. At this time, the
user selects the icon 124 by operating the direction switch 133,
thereby selecting a present time input mode. Then, the user
operates the direction switch 133 and switches 134 and 135 to input
the present time. Further, the user can input an alarm time as
necessary.
[0111] At step S2, processing before step-number count operation
are performed, for example, setting the input present time in the
clock counter 23a, resetting the step-number counter 23b, and the
like.
[0112] At step S3, step-number count processing are performed. That
is, the processing increments the step-number counter 23b and the
integrating counter 23c each time a pulse is inputted from the
vibration detector 24.
[0113] At step S4, the behavior or gestures of the game character
or the virtual pet corresponding to time based on the time
information is displayed. Specifically, as shown in FIGS. 5 and 6,
images or illustrations for displaying behavior patterns which the
user is assumed to follow from when he or she gets up in the
morning to when he or she goes to bed at night are sequentially
displayed at the corresponding time.
[0114] The images like the following are displayed in the
game-screen-display area 12 according to time: the image Ia (FIG.
5) of getting up at 6 a.m., the image Ib (FIG. 5) of brushing
teeth, the image Ic (FIG. 5) of having breakfast, the images Id1
and Id2 (FIG. 5) of studying, the image Ic (FIG. 5) of having
lunch, the images If, If1, and If2 (FIG. 6) of playing music, the
image Ig (FIG. 6) of having supper, the images Ih, Ih1, and Ih2
(FIG. 6) of relaxing, the image of taking a shower Ii (FIG. 6) and
the image Ii1 (FIG. 6) taking a bath, and the image Ij (FIG. 6) of
sleeping, and the like. In addition to the above images, the
present time clocked by the clock counter 23a is displayed on the
clock display portion 122 and the step number counted by the
step-number counter 23b is displayed on the step-number display
portion 123.
[0115] At step S5, performed is control to vary the display state
of the character based on the step-number information. For example,
during a time when the image Id (FIG. 5) of studying is displayed
(at 9 a.m. to noon), in the case where the count value of the
step-number counter 23b is more than or equal to the step number
taken in a daily life by a predetermined number, the image Id1
(FIG. 5) of playing sports is displayed in place of the image Id of
FIG. 5.
[0116] During a time when the image If (FIG. 6) of playing music is
displayed (at 1 p.m. to 6 p.m.), in the case where the count value
of the step-number counter 23b is more than or equal to the step
number taken in the daily life by a predetermined number, the image
If1 or If2 (FIG. 6) of playing sports such as swimming and soccer
is displayed in place of the image If (FIG. 6). Similarly, during
the time for relaxing (at 6:30 p.m. to 8 p.m.), depending on the
amount of step number, displayed is the image Ih (FIG. 6) of
watching TV, the image Ih1 (FIG. 6) of playing with a
radio-controlled car, or the image Ih2 (FIG. 6) of operating a
personal computer.
[0117] In the above way, the image of the character is varied
according to time and the behavior or gestures of the character is
varied based on the amount of walks, so that even a child user
finds it amusing to walk or get exercise with putting on the
pedometer 10. Therefore, it is possible to realize a pedometer
capable of encouraging a child in the use.
[0118] When using the count value of the integrating counter 23c
(that is, the accumulated step number) in place of the count value
of the step-number counter 23b (that is, the number of steps) as
the step-number information which is a factor to vary the display
state of the character, if the user increases the count value by
shaking the pedometer 10 by hand without actually walking, he/she
does not know the integrated step number (or the accumulated step
number) because the number is not always displayed. Thereby the
display state can be varied based on data which has irregular or
random properties.
[0119] In order to enhance the random properties when varying the
display state based on the integrated step number, the result of
calculation such as an added value of a plurality of digits of the
integrated-step-number information can be used. Moreover, it may be
interesting that the step number of the previous day is stored in
the backup register 23f in advance, when the step number exceeds a
given number, the time to display the image of getting up in the
morning is delayed, or such an image is displayed as the character
gives a yawn or looks tired as if it is still tired when it gets
up.
[0120] At step S6, performed is update processing of various
parameters associated with the growth of the character. In the
update processing, the program is set so as to be different based
on time passage information or day passage information, and in
addition, depending on which predetermined ranks the accumulated
step number belongs to, thereby making it possible to make the
pedometer more amusing.
[0121] At step S7, the time information is updated each time a unit
time (for example, a second or a minute) is passed. Then, the
operation at step S3 to S7 is repeated.
[0122] Next, a more detailed embodiment will be described.
[0123] In FIG. 8, an example of game displays according to another
embodiment of the present invention is shown. In this example, the
image is varied in accordance with the increase of the step number
during the time of studying (at 9 a.m. to noon). For example, when
there is little change in the step number within a given period
(for example, five minutes), the same image Id of studying in FIG.
5 keeps being displayed. While, when there is an increase
equivalent to a walk, equivalent to the image of walking, the image
Id2 (FIG. 8) of walking is displayed, or when there is an increase
equivalent to the amount of exercise larger than the walk, the
image Id3 (FIG. 8) of running is displayed.
[0124] Then, in the case where the increase in the step number
stops in the middle of displaying the image of running, which means
that the user stops walking, the image Id4 (FIG. 8) of stopping and
gasping for breath is displayed. Moreover, in the case where there
is no change in the step number for more than a given period, the
image Id5 (FIG. 8) of crouching down in the corner of a room (or
crooked expression) is displayed, thereby encouraging the user to
get more exercise.
[0125] FIGS. 9 to 10 are flow charts for describing another
embodiment of the pedometer of the present invention. Described
below is detailed operation of the pedometer 10, referring to FIGS.
5, 6, and 8 to 10.
[0126] After the user put in a battery to turn the power on, the
CPU core 21 starts the following operation based on the program
stored in ROM 22.
[0127] At step S11, all areas in working RAM 23 and display RAM 26
are initial reset in response to a press of the hardware reset
switch 25, thereby preventing an error operation caused by
undesirable data stored in the areas before the power-on.
[0128] At step S12, an initial input screen or the icons as shown
in FIG. 1 are displayed.
[0129] At step S13, the operation is in wait state until any input
is performed. At this time, when the user operates the switches 131
to 135 to specify an input mode by key operation or icon
designation, the specification is judged at step S13 and the
procedure advances to step S14.
[0130] It is judged at step S14 whether the specification is for
clock setting or not. When judged it is for clock setting, the
information inputted by key operation is set in the clock counter
23a as a present time at step S15. On the other hand, when judged
otherwise, it is judged at step S16 whether the specification is
for alarm setting or not. When judged it is for alarm setting, the
information inputted by key operation is set in the alarm time
register 23e as an alarm time at step S17.
[0131] When judged it is not for alarm setting at above step S16,
it is judged at step S18 whether the reset button 131 is pressed
(or on) or not. When judged the reset button 131 is pressed, the
count value of the step-number counter 23b is set in the backup
register 23f at step S19 and then the step-number counter 23b is
reset at step S20. Instead of pressing the reset button 131, the
user may set the count value of the step-number counter 23b in the
backup register 23f as explained below in detail at step S37 at the
end of a day (or at the beginning of a day at midnight) as.
[0132] On the other hand, when judged at step S18 that the reset
button 131 is not pressed, it is judged at step S21 whether the
specification is for displaying the count value of the integrating
counter 23c or not. When judged positively, the count value of the
integrating counter 23c is displayed on the step-number display
portion 123 for a given period at step S22. After step S15, S17,
S20 and S22 or after the specification is judged not for displaying
the count value of the integrating counter 23c at step S21, the
procedure advances to step S23.
[0133] At step S23, displayed on the game display screen 121 is the
image in relation to time and depending on the step-number
information and the like (for example, any one of images Ia to Ij
in FIGS. 5 and 6), based on the present time and the count value of
the step-number counter 23b (the number of steps) and/or the count
value of the integrating counter 23c (the integrated value).
[0134] It is judged at step S24 whether a vibration detecting
signal is outputted from the vibration detector 24. When judged
positively, the count values of the step-number counter 23b and the
integrating counter 23c are respectively incremented (by one) at
step S25. While, when judged no vibration is detected, it is judged
at step S26 whether the vibration detecting signal is not outputted
for more than a given period or not. In the case where it is judged
no vibration is detected for more than the given period, the image
for such case (for example, Id5 in FIG. 8 for the period during 9
a.m. to noon) is displayed at step S27.
[0135] At step S28, it is judged whether the amount of changes in
the count value of the step-number counter 23b per a unit time (for
example, five minutes) is more than or equal to a given value
equivalent to the image of running. When it is judged NO meaning
that the user is walking, then the procedure advances to step
s29.
[0136] At step S29, the image of walking (for example, image Id2 in
FIG. 8) is displayed.
[0137] At step S30, it is judged whether the amount of change in
the count value of the step-number counter 23b is 0 or not. When
judged negatively, the procedure returns to step S28, S29 and S30
again. When judged the amount of change is 0, the procedure
advances to step S34 described later.
[0138] On the other hand, in the case where the amount of changes
is more than or equal to the given value at step S28, the image
showing such case (for example, image Id3 in FIG. 8) is displayed
at step S31.
[0139] At step S32, then, it is judged whether the amount of
changes in the count value of the step-number counter 23b is 0 or
not. If the user is running, the amount of changes is judged not to
be 0 and the procedure returns to step S28, S31 and S32 again.
While, if the user stands or stops running because of fatigue, the
amount of changes is judged to be 0. Thus, it is detected that the
state in which the amount of changes in the count value is more
than or equal to the given value (that is, the running state )
ends. Then, the procedure advances to step S33
[0140] At step S33, the image of being tired and gasping for breath
(image Id4 in FIG. 8) is displayed as a state after running.
[0141] At step S34, it is judged whether the display state is
varied on the count value of the integrating counter 23c. When
judged positively, the behavior or gestures of the character is
varied based on the count value of the integrating counter 23c at
step S35.
[0142] In this way, the display state of the virtual pet is varied
based on the number of steps or the integrated value. Therefore,
the more interesting to the user the varied image is, the more
useful the pedometer 10 is for solving lack of exercise of the user
by motivating and encouraging the user to get exercise.
[0143] At step S36, It is judged whether it is the end of a day (it
is at midnight) or not. When it is not the end of the day, the
procedure returns to step S23 and repeats the above operation. When
judged it is the end of the day, the procedure advances to step
S37.
[0144] At step S37, the step-number information for the previous
day counted by the step-number counter 23b is temporarily stored in
the backup register 23f. The step-number information for the
previous day is used to vary the time to wake up in the next
morning for the character and the expression of the character after
getting up (the expression of a tired face, gestures of having a
sore foot and the like), based on the fatigue of the character in
the previous day.
[0145] With reference to FIGS. 11, 12, 13, and 14, a pedometer with
game mode according to still another embodiment of the present
invention is described bellow. Although the above embodiments
describe the case where the behavior of the game character or the
virtual pet is varied based on the step-number information, the
present invention is not limited to such display and can be applied
to various game displays. For example, it is assumed here that a
game content conventionally known is used and allowed to be played
one time for a given number of steps. According to this embodiment,
the pedometer with game mode further includes a third counter which
counts watt counter, as specifically described below.
[0146] FIG. 11 is a flow chart similar to FIG. 7, but three steps
S3a, S5a and S5b with respect to watt are added thereto.
Specifically, step S3a for watt counting process is inserted
between step S3 and step S4, and step S5a for judgment for using
watt and step S5b for character display control based on used watt
are inserted between step S5 and step S6 in FIG. 7. Since the
operation is the same as those already described with the FIG. 7,
except these additionally inserted steps S3a, S5a and S5b,
descriptions are made only for these added steps.
[0147] At step S3a, the game counter 23d for functioning as a watt
counter included the counter area 132 increments its count value by
one each time the step-number counter 23b or the integrating
counter 23c increments its count value by a predetermined value
(for example, twenty steps). The count value of the game counter
(watt counter) 23d is used as a value for playing a mini-game or a
value which can be given to the character as a present in order to
please the character . For example, when electricity or energy is
given as a present, the unit of the count value is referred to as
"watt". In FIGS. 13A, 13B, 13C, 13D, and 13E, examples of images
showing that the virtual pet is pleased with the presented watt are
shown.
[0148] At step S5a, it is judged whether the user will use watt
obtained at step S3a for present or mini-game, or not. When it is
judged NO, the procedure advances to step S6. However, when it is
judged YES, the procedure advances to the step S5b.
[0149] At step S5b, the mini-game becomes available or game
character's (virtual pet's) image is displayed based on the
consumed watt.
[0150] FIG. 12 is a flowchart similar to FIG. 10, but a sub-routine
with respect to watt is added thereto. Specifically, step S40 which
is a sub routine for watt count processing is inserted between
steps S25 and S28 in FIG. 10. The details of sub routine S40 is
described with reference to FIG. 14 bellow.
[0151] At step S41, it is judged whether the count value of
step-number counter 23b is not less than a predetermined value,
fore example twenty. It is judged YES, the procedure advances to
step S42, where a value of watt counter is incremented by one per
each of -predetermined step-number which is twenty. On the other
hand, when it is judged NO, the procedure advances to step S43.
[0152] At step S43, it is judged whether the user will use watt
obtained at step S42, or not. When it is judged NO, the procedure
advances to step S28 of FIG. 12. However, when it is judged YES,
the procedure advances to step S48.
[0153] At step S48, it is judged whether the watt shall be used for
the mini-game or not. When it is judged YES, the procedure advances
to step S46.
[0154] At step S46, the watt value corresponding to the mini-game
is subtracted from the count value of watt counter, and the user
enjoys the mini-game.
[0155] At step S48, it is judged whether the mini-game results in
increase of watt value or not. When it is judged "NO", the
procedure advances to step S28 of FIG. 12. On the other hand, when
it is judged "YES", the procedure advances to step S47, where the
value of watt counter is increased by what determined by the result
of mini-game. Then, the procedure advances to step S28 of FIG.
12.
[0156] However, when it is judged "NO" at step S44, the procedure
advances to step S48, where it is judged whether the user gave watt
to the virtual pet as a present, or not. When it is judged "NO",
the procedure advances to step S28 of FIG. 12. On the other hand,
it is judged "YES", the procedure advance to step S49, where the
user determines to consume how much watt value as a present.
[0157] At step S50, according to the consumed watt value presented
to the virtual pet, the image of pleased virtual pet is
displayed.
[0158] At step S51, the friendships with the virtual pet is
increased according to the consumed watt.
[0159] At step S52, the consumed watt is subtracted from the count
value of watt gage, and then the procedure advances to step S28 of
FIG. 12.
[0160] A game-play-number register 23g is provided in the register
area 232. Then, in the state where the user uses the pedometer 10
for counting the number of steps, the game-play-number register 23g
stores value incremented by one each time the count value of the
step-number counter 23b is incremented by the given number (500).
When the user selects a game mode with an icon after walking or
getting exercise, in response to the press of the game-start switch
132, the game operation is activated. Then, the image for the game
is displayed and varied according to the user's operation of the
switches 131 to 135 while the game-play-number register 23g stores
the value of one or more.
[0161] Thus, the step-number information is used as information for
permitting game play, which leads to that the user gets more
exercise in order to secure the number for game-play. Accordingly,
it is possible to prevent such a problem that the user only plays
the game without getting exercise.
[0162] In addition to the above, the step-number information or the
integrated-step-number information can be used as information about
game processing in various ways. Therefore, it is possible to
realize a pedometer which can be used with enjoyment even in the
case that the user is a child.
[0163] While the invention has been described in detail, the
foregoing description is in all aspects illustrative and not
restrictive. It is understood that numerous other modifications and
variations can be devised without departing from the scope of the
invention.
* * * * *