U.S. patent application number 10/998262 was filed with the patent office on 2005-08-04 for method and apparatus for portable exercise system with electronic targets.
Invention is credited to Curkendall, Leland D., Morrison, Matt.
Application Number | 20050167907 10/998262 |
Document ID | / |
Family ID | 34811291 |
Filed Date | 2005-08-04 |
United States Patent
Application |
20050167907 |
Kind Code |
A1 |
Curkendall, Leland D. ; et
al. |
August 4, 2005 |
Method and apparatus for portable exercise system with electronic
targets
Abstract
A portable game and exercise system with
electronically-activated targets and a non-contact racquet which is
brought into the proximity of the targets as the targets are
activated. One or more players sets up a virtual court by
positioning a number of targets, and sets up game parameters. Each
target contains a radio receiver that allows a controller
transmitter to activate it. An active target alerts the player with
a visual and/or auditory signal, directing the player to different
areas of the virtual court. When a player's racquet is brought
within the proximity of the active target within the allotted time,
the target designates a hit with a signal. A total score for the
game is determined.
Inventors: |
Curkendall, Leland D.;
(Westminster, CO) ; Morrison, Matt; (Johnstown,
CO) |
Correspondence
Address: |
Rick B. Yeager
10805 Mellow Lane
Austin
TX
78759
US
|
Family ID: |
34811291 |
Appl. No.: |
10/998262 |
Filed: |
November 26, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60525426 |
Nov 26, 2003 |
|
|
|
Current U.S.
Class: |
273/108 ;
273/317 |
Current CPC
Class: |
A63B 15/00 20130101;
A63B 24/0021 20130101; A63B 69/0053 20130101; A63B 71/0669
20130101; A63B 63/00 20130101; A63B 2024/0037 20130101 |
Class at
Publication: |
273/108 ;
273/317 |
International
Class: |
A63B 069/40; A63B
065/00; A63F 009/02; A63B 063/00 |
Claims
What is claimed is:
1. A portable exercise system for at least one player, the system
comprising a plurality of electronically-activated targets which
may be positioned in a three-dimensional space; and controller,
such that the controller activates a sequence of the targets which
may include a repetition of one or more of the targets, such that
for each target in the sequence, the controller communicates with a
target to cause the target to provide an indicator signal for a
time interval, the player attempts to hit a target by touching or
coming within close proximity of the target within the time
interval beginning at the time that the target provides the
indicator signal, the controller determines whether the target is
hit during a portion of the time interval, and a score is logged if
the target is hit during a portion of the time interval.
2. The system of claim 1 wherein the controller further comprises
an electric plug, such that the controller may be plugged into an
electrical outlet for supplying power to the controller.
3. The system of claim 1 wherein the controller communicates
wirelessly with each target to cause the target to provide an
indicator signal for a time interval.
4. The system of claim 1 wherein the target further comprises a
magnetic device for determining contact.
5. A portable exercise system for at least one player, the system
comprising a plurality of electronically-activated targets which
may be positioned in a three-dimensional space; a racquet
comprising a proximity detector for determining whether the racquet
is within range of a target; and a controller, such that the
controller activates a sequence of the targets which may include a
repetition of one or more of the targets, such that for each target
in the sequence, the controller communicates with a target to cause
the target to provide an indicator signal for a time interval, the
player attempts to move the racquet to the proximity of the target
within the time interval beginning at the time that the target
provides the indicator signal, the controller determines a target
hit when the racquet is in the vicinity of the target during a
portion of the time interval, and the controller logs a score for
the target hit.
6. The system of claim 5 wherein sequence of the targets is
pre-specified by the player.
7. The system of claim 5 wherein sequence of the targets is
selected randomly.
8. The system of claim 5 wherein the indicator signal is an audible
signal.
9. The system of claim 5 wherein the indicator signal is a visible
light.
10. The system of claim 5 wherein the target further includes an
Infra Red emitting device; and the proximity detector of the
racquet comprises an Infra Red detector.
11. The system of claim 5 wherein there are two or more players;
and each player is scored independently.
12. The system of claim 5 wherein the controller communicates with
a first target to generate a first signal at a first time; and the
controller communicates with a second target to generate a second
signal after the racquet has been brought to the vicinity of the
first target, such that the pace of the game is determined by the
speed of the player.
13. The system of claim 5 wherein the controller is located in the
racquet.
14. The system of claim 5 wherein the controller the controller
records the elapsed and cumulative time for the target hits.
15. The system of claim 5 wherein the controller is located within
one or more target.
16. The system of claim 5 wherein game parameters may be set by a
player with a user interface to the controller.
17. The system of claim 5 wherein the controller communicates with
a target to cause the target to provide an indicator signal for a
time interval.
18. A method of conducting an exercise with a portable exercise
system for at least one player, the method comprising positioning a
plurality of electronically-activated targets in a space; providing
the player with a racquet, such that the racquet detects if a
target is within a specified range of a target; and communicating
from a controller to a sequence of the targets, such that for each
target in the sequence, which may include a repetition of one or
more of the targets the controller communicates with a target to
cause the target to provide an indicator signal for a time
interval, the player attempts to move the racquet to the proximity
of the target within the time interval beginning at the time that
the target provides the indicator signal, the target determines
whether the racquet is in the vicinity of the target during a
portion of the time interval, the target communicates with the
controller to cause the controller to log a score if the racquet is
in the vicinity of the target during a portion of the time
interval.
19. The method of claim 18 further comprising displaying a score to
the player.
20. The method of claim 16 wherein the controller activates targets
in a random sequence.
Description
RELATED APPLICATIONS
[0001] This application is related to and claims priority from U.S.
Provisional patent application No. 60/525,426 filed Nov. 26,
2003.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The current invention is a portable game and exercise system
with electronically-activated targets and a racquet which is
brought into the proximity of the targets as the targets are
activated.
[0004] 2. Background
[0005] There is a need for an exercise system which provides an
interesting game format. There is a need for a dynamic exercise
system which is reconfigurable as the skill level of the user
improves. There is a need for an exercise system which is low
weight and compact so that the system is portable, such as for
travel.
SUMMARY
[0006] The current invention, PeoplePong.TM., is a portable
exercise system that provides exercise similar to court games such
as racquetball, tennis and basketball without the requirement of a
court or a ball. The system can also be used for races, obstacle
courses or an electronic form of "Tag". In one embodiment, the
system directs the player through a series of moves using
electronically-activated targets which are placed and activated
according to a player's skill level and exercise objectives.
[0007] The system is designed to be carried easily by the player
and can be set up quickly in a variety of venues such as a living
room, hotel room, garage, gymnasium or outdoors. The system is
configurable and flexible and is played in a real, 3-dimensional
environment. The entire system fits into a carrying case smaller
than a shoebox, and no computers, monitors, mats or pads are
required. The system does not require a separate gaming device such
as PlayStation.TM., GameCube.TM., or XBox.TM., and everything
required to play and exercise is included with PeoplePong
system.
[0008] In one embodiment of the invention, multiple targets are
positioned at desired locations in a three-dimensional space so
that a player is required to make beneficial muscular movements in
order to move a hand-held wand or racquet from the vicinity of one
target to the vicinity of another target. These muscular movements
may be over a relatively large range, so that the player must move
his feet to travel between targets, or may be over a relatively
small range so that the player may stretch and rotate without
moving his feet in order to place the wand in proximity to the
targets.
[0009] The targets are then activated in a random or designated
order by a controller so that the player's attention is directed
from target to target. In one embodiment, the controller activates
targets via a radio frequency (RF) transmitter. When a target has
been activated, it will signal the player, such as with a light and
an audio pilot tone. In one embodiment, when a target is activated,
it will begin to emit an infrared (IR) signature. If the wand is
placed in the vicinity of the target while the target is still
active as dictated by the controller, the wand will detect the IR
signal and tally the event as a successful "hit". If the target has
been deactivated before the wand can detect the IR signal, the
system registers a target miss. In other embodiments, other
proximity detection means or contact sensing are used. In one
embodiment, the target indicates success or failure with both a
visual and audible feedback for the operator. The player then
directs the control wand to the next target as defined by the
selected game. The score, such as the cumulative number of hits in
the game or a percent of target hits may be indicated. In another
embodiment, the time required to successfully complete the sequence
of targets may be determined and displayed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIG. 1 is an illustration of the placement of targets in a
virtual court showing a plurality of targets, a player, a racquet
with a controller.
[0011] FIG. 2 is an illustration of the game control switches and
display for a wand controller.
[0012] FIG. 3 is a schematic of one embodiment of a target.
[0013] FIG. 4 is an illustration of the selectable set modes.
[0014] FIG. 5 is a schematic of one embodiment of a racquet with a
controller.
[0015] FIG. 6 is a flow chart for the court mode.
[0016] FIG. 7 is an illustration of the placement of targets in a
virtual court showing a plurality of targets, a player, and a
controller.
DETAILED DESCRIPTION OF EMBODIMENT
Non-Contact Racquet in Court Mode
[0017] In this embodiment, a controller in a hand held wand or
racquet activates virtual targets which are placed in a space such
as a room or outdoor area. The room or outdoor area serves as a
virtual court. The player attempts to swing or otherwise position
the racquet in the vicinity of targets as they are activated. The
racquet detects targets which are within a detection range, and the
controller logs such events as "hits" which are scored for the
player. The system is configurable, such as described below and in
the other embodiments.
[0018] System Layout
[0019] FIG. 1 is a side view of an exercise and game system
illustrating the placement of targets in a virtual court showing a
plurality of targets, a player, a racquet housing a controller. In
this embodiment, a player 90 sets up a virtual court 100 by placing
a number of targets such as 200, 201, 202, 203, and 204 around a
room 95. The targets may be placed high or low, in front of,
behind, or above the player, on one or more walls 96, the floor 97,
the ceiling 98, etc. Each target contains a radio transceiver 220
(not shown) that allows a controller 300 to activate it. In this
example, the controller 300 is located in the racquet 400. In other
examples, the controller may be a separate unit, as a base station
or worn by the player. An active target alerts the player with a
visual and/or auditory signal, directing the player to different
areas of the virtual court. In this example, when a target is
activated, it lights up by turning red, and makes a sound so that
the player knows to move toward that target with his or her racquet
400. The racket may be of any desired shape, including a simple
wand or stick. If the player's racquet 400 comes within the
proximity of the active target within the allotted time, a "hit" is
registered. When it is "hit", the target light changes color such
as to a green light, and the target may play a sound to designate a
hit. The controller activates targets one at a time, and also
receives a signal back from the target when an active target has
been hit. This allows the controller to tally up a score such as
the percent or number of active targets hit by a player.
[0020] Targets are typically turned on by the controller randomly
and for a player-selectable time period. If a player is of a high
skill level, or if the targets are in close proximity to one
another, the player should select a short duration for which
targets remain active. If a player is less skilled, or if the
targets are positioned far apart, the duration a target stays
active should be lengthened by the player. If a target is not hit
by the player in the allotted time, the target expires and the next
target activates. Ideally, the player will be challenged to get to
a target before it expires. As soon as a target is hit or expires,
another target goes active, prompting the user to move from target
to target as quickly as desirable.
[0021] In this embodiment, the player will not physically hit a
target as he or she would with a real racquet and ball, so there
may not be full racquet swings and follow-through. The players will
typically need to pivot, twist and run in order to reach up and
down, forward and back. This required movement may provide similar
aerobic, stretching and hand-eye coordination as other games or
exercise. This required movement can be established by a player to
emphasize work on specific muscle groups. A player's progress can
be monitored by recording game times or scores over several games,
thereby encouraging the player to continue the exercise program.
The court may be established indoors, so that the exercise may be
continued in adverse weather. In this embodiment, the player may
have a competitive gaming experience at the player's convenience
without the necessity of scheduling a court and an opponent.
[0022] Additionally, as players become proficient they can set up
target placement and timing in a manner that will allow them to
swing forward and back to hit them, rather than just touching or
poking at them.
[0023] In this embodiment, the system is composed of two main
subsystems. A racquet or wand-like device may house the controller,
and multiple target devices.
[0024] Racquet Controller
[0025] FIG. 5 is a schematic of one embodiment of a controller 300
which is provided in a racquet. In other embodiments, the
controller may be a separate unit, or the control functions may be
distributed over one or more targets. In this example, the
controller includes a microprocessor 460 which executes custom
embedded machine code, and a clock source 462 such as an oscillator
for the microprocessor. The microprocessor may access a EEPROM
memory 464 (not shown). The controller includes an LCD display 420
which presents the system parameters or options as described below.
These system parameters can be set by the player through menu
displays and manual switches such as elements 421, 422, 430, and
440 as described below. A power source 490, such as batteries or a
electrical outlet plug is provided. In this example, the scoring
feedback mechanism 480 comprises an IR detector 470 which provides
target proximity detection. A RF transmitter 482 serves as an
outgoing activation signal receiving unit. In one embodiment, the
controller housing 405 (not shown) may be a stick, or a wand-like
enclosure, approximately 6" to 10" long, 2" wide and 1" deep. Other
sizes may be used. The microcontroller 460 typically executes
custom embedded machine code such as a Microchip Tech.
PIC18F258-I/SO. A memory 464 (not shown), such as an Atmel
Semiconductor AT24C16N-10SI-2.7 16K EEPROM may be used. A
transmitter 480 such as a Linx Technologies TXM-418-LC AM radio
frequency device may be used. Other types of transmitters may be
used. The detection device 470 may be infrared (IR) such as a
Fairchild Semiconductor QSE157 I/R Logic detector, a "Hall Effect"
sensor, or other detection device The display 420 may be a visual
indicator such as Lumex LCM-SO 1602DTR/M LCD Module. An optional
audio indicator such as a Soberton WST-1205S audio transducer may
be used.
[0026] In this example, the command station racquet 400 is
battery-powered. When the controller is turned on, it seeks targets
that are within range and sets up the current system options. Then,
all targets will do an extended flash/beep twice to indicate that
the game is about to begin. Once the options are set, the player
presses a "Game Start/Stop" switch 440 (not shown) on the racquet
to begin play. When play is complete, the player presses the "Game
Start/Stop" switch 440 again.
[0027] In this embodiment, the controller 300 is located within the
racquet 400. This command station-equipped racquet transmits a
radio signal to a target's radio receiver 220, turning on the
target's first light 230 for an allotted period of time. Each
target also contains an infrared (IR) emitter 240 that is powered
on when the target is activated. The racquet contains an IR
receiver 310 so that as the racquet gets within close proximity of
the active target, it de-activates the target, records the target
as a hit and activates the next target.
[0028] In this embodiment, the system uses RF activation from the
control wand to the target with an IR feedback mechanism from the
target to the control wand. The system can easily be implemented
however with IR in both directions, RF in both directions or audio
in both directions as well as a physical/mechanical feedback
mechanism from the target or any combination of above or other
mechanisms that fits a specific requirement that might preclude
other control and feed back methods.
[0029] The controller may be incorporated into a player's racquet
400. Alternately, the controller may be a separate device. The
controller-equipped racquet transmits a signal to a target's
receiver.
[0030] Settings and Controls
[0031] Various settings and controls for game selection and
difficulty may be set. FIG. 2 is an illustration of the game
control switches and display for one embodiment of a wand or
racquet controller. In this example, settings and controls are
selected on the control wand racquet 400 with one or more up and
down toggle switches or buttons which allow the available options
to be displayed on an LCD display 420 and scrolled through by the
player. In this example, the toggle switches or buttons include an
On/Off switch 410 for turning the controller on or off; a scroll up
421 key and a scroll down 422 key for moving up and down through a
selection menu; a select 430 key; and a game start/stop switch 440.
Selection of any given option may be made with the "Select" switch
430. In one embodiment, the maximum menu depth is restricted to
two-deep in order to simplify game setup. Once options are set,
pressing the game "Start/Stop" switch 440 will begin the game
initialization. Pressing the "Start/Stop" switch 440 at any time
after a "start" will immediately terminate the game.
[0032] In one embodiment, whenever "Stop" is selected, either the
percent hits or elapsed time, depending on the mode of play, is
calculated to the last "hit". In this manner, the player does not
have to rush to hit the "Stop" button in order to get an accurate
score.
[0033] The controller may be housed in a manner that it can be
carried on or by the player, such as in the racquet, strapped to
the player's arm; worn by the player such as a pager.
[0034] Targets may be temporarily attached targets to walls,
ceiling, etc. with double-sticky tapes, Velcro, putty, magnets,
suction cups, clamps, hooks or strings. For a permanent location,
the targets can be screwed to the wall or wall bracket.
[0035] Targets
[0036] FIG. 3 is a schematic of one embodiment of a target. In this
embodiment, the target 200 includes a power source 270 such as
batteries; a microprocessor 210; an incoming activation signal
receiving unit 280; LED indicators 230 and 232; an audio sounding
device 250; a clock source 212 for the microprocessor, such as an
oscillator; an ID selector 285; and a scoring feedback mechanism
288.
[0037] The targets may further include an RF receiver 220, an Infra
Red emitting device 240 (not shown), and a main power switch 260
(not shown). In this example, each target is powered by batteries,
such as 2-AA rechargeable NiMH, and is switched on when ready to
play. When play is finished, the targets should be switched off. If
the targets remain on for an extended period of time without use,
they will go into sleep mode, thereby extending battery life.
[0038] In one embodiment, the target components include a
cylindrical housing about 3 inches in diameter and about 1" thick.
The microprocessor 210 or microcontroller typically executes a
custom embedded machine code such as the Microchip Technologies
PIC16C505-04I/SL. A non-volatile memory 212 (not shown) such as an
Atmel Semiconductor AT24C16N-10SI-2.7 16K EEPROM may be used. A
radio frequency receiver such as Linx Technologies RXM-418-LC-S may
be used for communication with the controller. The feedback device
288 may be of several possible types including infrared, such as a
Fairchild Semiconductor 1N6266 I/R emitter; a magnetic coil; or an
RF device. A visual indicator 230 such as Lumex SSL-LX5093SRC/C
light-emitting diode may be used. The audio indicator such as a
Soberton WST-1205S audio transducer may be used.
[0039] Mode Selection
[0040] FIG. 4 is an illustration of the selectable set modes from
the controller display. Display 500 indicates that the controller
is ready. Display 510 indicates a score for a game in progress or
completed game. Display 530 shows the total number of targets that
the controller will activate during a game session. Display 540
shows the mode such as court mode. The ">" symbol indicates that
the display is scrollable for other game modes that may be selected
including sequential mode 542, tag mode 544, and timed mode 546.
Display 550 indicates a fixed target time. Display 552 represents
an alternate mode for variable time for the target activation.
Display 560 is a toggle for turning the sound on or off. Display
570 is to designate the racquet in multiple player mode.
[0041] Example of PeoplePong Racquet Controller Display
Directions
[0042] When the racquet is turned on, the racquet displays
"READY".
[0043] If the player desires to use the same settings as the last
game played, s/he presses the "Start" button, the controller
transmits the latest parameters to the targets and the game
begins.
[0044] If, instead, the player desires to change the settings, the
player presses the "Down" arrow to move through the menu and
presses the "Select" key when the desired setting is displayed
(current settings are marked with a ">").
[0045] A player can page in either direction through the menu,
including going to the last option by paging up from the first
option.
[0046] If the "Select" key is pressed for an item that has a
sub-menu item, the cursor moves to the sub-menu items.
[0047] Once the new settings are selected, the player presses the
"Start" button to initialize the targets with the new settings and
begin the game.
[0048] As soon as the first target is hit, the scoring
begins--whether percentage, elapsed time or target ID's hit--and is
displayed on the racquet.
[0049] The "score" is the percentage of targets hit out of those
turned on, calculated up to the last target hit (so you don't have
to "race" to stop the game to get an accurate score).
[0050] In "Timed Play Mode", the "score" is the time accumulated
from the first to the last target hit.
[0051] FIG. 6 is a flow chart for an embodiment of the court mode.
At step 1000, a target 200 is activated by the controller 300. Each
target has a unique ID, so that the target recognizes when the
controller 300 has broadcast an activation signal for the target At
step 1020 the target turns on its first light 230 for an allotted
period of time. Each target also contains an emitter 240 that is
powered on when the target is activated. The racquet contains a
detector 280, such as an IR or RF detector, so that as the racquet
gets within close proximity of the active target, at step 1030 the
detector 280 sends a signal to the target microprocessor or micro
controller 210 to de-activate the target. In other embodiments, the
target may be "hit" by manual contact, so that proximity detection
is not required. At step 1040 the controller records the target as
a hit. At step 1050, the controller turns on the next target.
[0052] In Court Mode, targets may be turned on by the controller
randomly and for a player-selectable time period. The random mode
simulates a real game, where the player does not know where the
targets will be. The player can also set the mode to "Variable Time
Mode", allowing targets to stay active for varying times,
simulating slow and fast "returns".
[0053] In one embodiment, each target has its own unique
identification. The controller sends out a signal such as "Target
`8` GO ACTIVE". All targets may receive the message but only Target
"8" will respond and go active.
[0054] If a target is hit while active, it sends back a "hit"
message. From the message received by the controller from the hit
target, the controller can simply tally a "hit" for scoring
purposes or note which target was hit. Other statistics, such as
the percentage of hits on each target, may be maintained and
displayed to the user.
[0055] In one embodiment, the controller has an RF transmitter and
the target has an RF receiver. The controller receives a feedback
from the IR "hit". In other embodiments where the controller is a
base station, then both the target and the controller need an RF
transmitter and receiver, or transceivers, since the controller may
not be in the proximity of the target to receive an IR signal.
DETAILED DESCRIPTION OF EMBODIMENT
Sequential Mode
[0056] Sequential Mode is similar to Court Mode, except that the
targets will activate in a serial, sequential mode. The targets can
still be placed anywhere, physically, but will activate in the same
order, over and over, forcing the player through a pattern. In this
mode, the player will typically monitor improvement in percent of
hits to determine improvement over time.
DETAILED DESCRIPTION OF EMBODIMENT
Timed Mode
[0057] Timed Mode still allows for the placement of targets in any
physical locations and, like Sequential Mode, turns targets on in a
set order. However, instead of activating and deactivating after a
certain period of time, the targets will stay on until "hit",
allowing the accumulated time to be tallied by the controller
(racquet). This mode is best used for a race or obstacle course.
Additionally, it enhances the Sequential Mode by giving the player
a "total time" result when they finish a selected number of
targets. For instance, the player may select to have 100 target
activations, such as 4 targets in various combinations for a total
of 25 times for each target. The player then monitors the length of
time to hit all 100 target activations.
DETAILED DESCRIPTION OF EMBODIMENT
Tag Mode
[0058] In Tag Mode, targets are placed on the players so they can
play an electronic game of tag. Targets will use LEDs to show
whether a player is tagged or untagged by the player with the
racquet. In this mode, targets are placed on the actual players
such as in a mesh vest. One player has the controller and is "it".
The player has to try to "tag" the other players' targets. Each
target's LED blinks until it is hit, then turns solid so that a
player is clearly "tagged". The controller could also tally the
elapsed time of each target to determine the rank of each player's
evasive skills.
[0059] In one embodiment, one or many players may participate in a
game. Each player receives a target, say numbers 1, 2, 3, and 4.
Each target blinks until "hit" by a racquet. If desired, the player
can review the length of time that passed from start until when
each target was hit, on the controller by scrolling through that
option such as: Target 1=1.50 minutes, Target 2=0.75 minutes,
Target 3=2.35 minutes, Target 4=0.26 minutes.
[0060] In one embodiment, if there are multiple players, any of the
racquets can be used to hit any active target. In this embodiment,
a second player may "hit" a first player's active target.
DETAILED DESCRIPTION OF EMBODIMENT
Game Options
[0061] In one embodiment, the utilities and play options are
selectable by the player from a racquet display:
[0062] Level of Difficulty (Target Duration Time or TDT)--The
length of time a target stays active will depend on a player's
skill or physical ability as well as how far apart the targets are
placed. The time could vary from a fraction of a second to over a
minute and may be variable as it is in real court games.
[0063] Court Mode--This mode turns targets on in a random pattern.
It moves the player from target to target in an unpredictable
manner, similar to a game of racquetball or tennis.
[0064] Sequential Mode--Sequential mode will activate targets in
order, over and over until the game is stopped. In Sequential Mode,
targets can be placed in a way to move the player through a
predetermined pattern.
[0065] Timed Mode--This is a variation on the Sequential Mode.
Targets are still activated in a sequence but instead of staying
active for a set time period, each target stays active until "hit"
and the cumulative (elapsed) time is recorded. This could be used
to track the time it takes to move from point to point in a race or
obstacle course or to record the time it takes to hit a set number
of targets.
[0066] Tag Mode--In this mode, targets are placed on the actual
players such as in a mesh vest. One player has the controller and
is "it". The player has to try to "tag" the other players' targets.
Each target's LED blinks until it is hit, then turns solid so that
a player is clearly "tagged". The controller could also tally the
elapsed time of each target to determine the rank of each player's
evasive skills.
[0067] Variable Target Time--If a player elects to have the target
duration time variable, some targets will stay on half as long
(fast ball) as the selected TDT and some will stay on twice as long
(hanging ball). For instance, if a player selects a TDT of two
seconds, some targets will stay active for only one second and some
will stay active for four seconds. So that a player knows what to
expect, a faster and slower sound will be emitted from targets with
activation times shorter or longer than the selected TDT.
[0068] Number of Targets--Players can let the targets operate until
the "Stop Game" button is pressed, or select a set number of
targets (50, 100, 200, etc.) and the game will run until a specific
number of targets are activated.
[0069] Multiple Players--Additional racquets can be added to allow
for multiple players. One racquet still acts as a controller and
additional racquets simply tally their scores as they hit active
targets. With this mode, a two- or more-player game of racquetball
or tennis is simulated, with each player taking turns hitting
targets. The player with the most hits wins.
[0070] Game Start/Stop--The racquet has a start/stop button that
begins and ends play of any type. When play is ended, the percent
of targets hit (or cumulative time) is calculated up to the last
target actually hit (so that you don't have to rush to stop a game
to keep from tallying non-hits).
DETAILED DESCRIPTION OF EMBODIMENT
Game and System Uses
[0071] The overall purpose of the PeoplePong system is to provide a
portable method for a player to get aerobic, callisthenic,
competitive exercise while having fun, without constant access to a
gym, tennis, or racquetball court. In fact, the product can be
carried with the player almost anywhere.
[0072] The game has a competitive aspect, even for an
individual--the player needs to get to the target before it expires
and can try to attain or beat a score from earlier sessions. As the
player's proficiency increases, he player adjusts the difficulty
level by simply speeding up the TDT and/or by moving targets
farther apart.
[0073] The game becomes even more competitive when more than one
player is involved. Players can play individual games and compare
scores or multiple racquets can be used during the same game,
allowing two or more players to play at once (taking turns just
like in a real court game). If more than one player is playing at
once they can check the tally on their racquets at any time to
determine (and compare) their scores.
[0074] If certain stretching or movement exercises are needed to
work on a particular part of the body, the targets can be put in
Sequential Mode and placed in a geometry that will move the player
in a predetermined pattern. This mode could potentially be used to
work a player (patient) through a prescribed Physical Therapy
regimen.
[0075] For older or disabled players, the targets can be set in a
position and at a pace that works for their needs. Even a person
confined to a bed or chair can place the targets in close proximity
and play with their upper body. Additionally, a person in a
wheelchair could place the targets around a room or gym at the
appropriate height and wheel around, hitting the active
targets.
[0076] In the Timed Play Mode, any pattern could be set up to run
players though a course, from something as simple as timing a
"down-and-back" run, to an intricate obstacle course.
[0077] Tag Mode is like a simple, portable game of traditional tag
that shows definitively that a player has been tagged and even
shows how long the player evaded getting tagged.
DETAILED DESCRIPTION OF EMBODIMENT
Wired System
[0078] In the previous embodiments, the targets communicated
wirelessly with the controller. In other embodiments, the targets
may be wired to a controller.
[0079] In one wired embodiment, the signals are conveyed from the
wand to the target and back via a single conductor with common
return path utilizing a simple ON/OFF signal.
[0080] In another wired embodiment, the signals are conveyed from
the wand to the target and back via multiple conductor hardwired
connection utilizing a serial data communication protocol such as
RS-232 or RS-485 or direct parallel data activation protocol.
[0081] In another wired embodiment, the signals are conveyed from
the wand to the target and back via coaxial, twisted pair or
generic control cable utilizing direct connect RF signaling with
embedded data and clock such as Manchester encoding or simple NRZ
protocol or data over power utilizing AC coupling of data on top of
the power.
[0082] In another wired embodiment, the signals are conveyed from
the wand to the target and back via utilization of 125 KHz control
protocols sent over the AC Mains wiring or newer "Homelink" type
protocols designed for use with networked computers but which is
applicable in this embodiment.
DETAILED DESCRIPTION OF EMBODIMENT
Radio Frequency
[0083] In some embodiments, communication between a target and the
controller may be by RF transmitted connection, contacted or non
contact, using any regulatory acceptable RF transmission
method.
[0084] One RF embodiment utilizes allowed radio spectrum
transmission modes such as OOK, ASK, AM, PSK, FSK, FM, TDMA etc.
with embedded data encoding such as Manchester coding, NRZ coding,
Miller coding, etc.
[0085] Another RF embodiment utilizes both directional and
omni-directional radiating antennas and radiation polarities such
as horizontal, vertical, helical and circular.
[0086] Another RF embodiment utilizes standard transmission and
reception technologies such as Linx technologies AM RF modules,
Micrel Semiconductor MIC series of receivers and transmitters,
BlueTooth wireless connectivity, WiFi connectivity, ZigBee
connectivity, Wireless USB connectivity or proprietary RF protocol
connectivity from companies such as Aerocomm communications or
InfoClip, LLC.
DETAILED DESCRIPTION OF EMBODIMENT
Magnetic Coupled Connection
[0087] In some embodiments, communication between a target and the
controller may be by magnetic coupled connection, contacted or non
contact, using any regulatory acceptable induction method.
[0088] One RF embodiment utilizes allowed magnetic spectrum
transmission modes such as OOK, ASK, AM, PSK, FSK, FM, TDMA, etc.
with embedded data encoding such as Manchester coding, NRZ coding,
Miller coding etc.
[0089] Another RF embodiment utilizes both directional and
omni-directional coupling elements.
[0090] Another RF embodiment utilizes well-known practices in
magnetic coupling and induction from such companies as Digital
Angel, AllFlex Boulder and InfoClip, LLC.
DETAILED DESCRIPTION OF EMBODIMENT
Other Connection
[0091] In some embodiments, communication between a target and the
controller may be other connections, contacted or non contact,
utilizing the entire possible electromagnetic spectrum including
but not limited to visible, Infra Red or Ultra Violet light using
any regulatory acceptable transmission method.
[0092] Some embodiments may utilize readily available Infra Red or
Visible light sources and detectors with any of the aforementioned
modulation, data encoding schemes such as the Fairchild
Semiconductor QT157 I/R detection device and the Fairchild 1N6266
I/R light emitting diode.
[0093] Some embodiments may utilize the use of light scattering,
bending or concentration devises such as mirrors, light frequency
sensitive filters, diffusers and light density filters to control
the activation direction or detection range which can easily be
incorporated in devise enclosures using ubiquitous manufacturing
techniques and practices that would allow the generation of a
contact switch or "Light curtain" along with the ability to direct
and control the "light" intensity and direction and activation
distance of not only the Controller/Target devise but the required
mechanical interface distance as in the case of the "Light Curtain"
which requires the breaking of a light beam as a "Scoring or Timing
event".
DETAILED DESCRIPTION OF EMBODIMENT
Manual System
[0094] Referring to FIG. 7, the system may be implemented as a
manual system where targets are wired to a base controller 300. The
targets may include a sensitive button that tallies a hit when it's
touched and communicates by the wired connection back to the
controller. The controller may be housed in a stand-alone
enclosure, either battery-operated or plugged into the wall.
[0095] In other embodiments, target proximity detection may be
employed with a wired system.
[0096] In another embodiment, targets with sensitive buttons may be
part of a wirelessly controlled system.
[0097] Target activation and hit confirmation can be accomplished
through many means. Specific methods are described in the above and
following embodiments. The current invention is not limited to
those techniques, and other techniques and components will be
obvious to those skilled in the art.
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