U.S. patent application number 11/564834 was filed with the patent office on 2007-05-31 for exercise equipment with interactive gaming component.
Invention is credited to CHRISTOPHER E. MATHIS.
Application Number | 20070123390 11/564834 |
Document ID | / |
Family ID | 38121961 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123390 |
Kind Code |
A1 |
MATHIS; CHRISTOPHER E. |
May 31, 2007 |
EXERCISE EQUIPMENT WITH INTERACTIVE GAMING COMPONENT
Abstract
Method and apparatus for encouraging significant exercise by a
user of an exercise machine, by utilizing an interactive game that
can be networked. The game controller is integrated into the
exercise machine along with one or more sensors that supply
interactive game inputs to the controller and also with one or more
actuators that provide interactive game feedback output by the
controller. For example, the sensors sense one or more of: an
exercise rate, force, frequency, and repetition count; a button
click, trigger squeeze, and joystick movement; a force on a
steering wheel, handlebar, and flight stick; a tilting force; a key
press, touch screen touch, and switch activation; sound, heat,
smell, and moisture. For example, the actuators output from the
controller game-related feedback including one or more of:
vibration, impact force, movement, heat, cold, moving air, sound,
visual effects, changes of exercise resistance and rate, scent and
moisture.
Inventors: |
MATHIS; CHRISTOPHER E.;
(ELYRIA, OH) |
Correspondence
Address: |
D.A. STAUFFER PATENT SERVICES LLC
1006 MONTFORD ROAD
CLEVLAND HTS.
OH
44121-2016
US
|
Family ID: |
38121961 |
Appl. No.: |
11/564834 |
Filed: |
November 29, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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60740477 |
Nov 29, 2005 |
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Current U.S.
Class: |
482/8 ;
482/9 |
Current CPC
Class: |
A63B 2024/009 20130101;
A63F 13/211 20140902; A63F 13/245 20140902; A63F 13/285 20140902;
A63B 2220/833 20130101; A63B 2225/64 20130101; A63B 22/02 20130101;
A63B 2220/18 20130101; A63F 13/2145 20140902; A63B 22/0664
20130101; A63B 2220/64 20130101; A63B 2225/20 20130101; A63B
2225/50 20130101; A63B 2220/75 20130101; A63F 2300/1012 20130101;
A63F 13/217 20140902; A63F 2300/1062 20130101; A63B 71/0622
20130101; A63B 2071/0625 20130101; A63F 13/06 20130101; A63B
2220/801 20130101; A63B 22/0605 20130101; A63B 71/0619 20130101;
A63B 2071/0644 20130101; A63F 2300/302 20130101; A63F 13/816
20140902; A63B 2220/80 20130101; A63F 13/08 20130101; A63B 24/0084
20130101; A63B 21/0058 20130101; A63B 2071/0658 20130101; A63B
2225/66 20130101; A63F 2300/8094 20130101; A63F 2300/1006 20130101;
A63F 2300/1037 20130101; A63B 22/0056 20130101; A63B 22/0076
20130101; A63F 13/215 20140902; A63B 2220/00 20130101; A63B
2022/0652 20130101; A63B 21/015 20130101; A63B 21/225 20130101;
A63B 2220/72 20130101 |
Class at
Publication: |
482/008 ;
482/009 |
International
Class: |
A63B 71/00 20060101
A63B071/00 |
Claims
1. An exercise-game machine being an exercise machine combined with
an interactive game component, the exercise-game machine
comprising: an exercise machine; a display built into the exercise
machine; one or more sensors attached to the exercise machine; and
a game controller that is electrically connected to the one or more
sensors as inputs, and that is electrically connected to the
display as an output.
2. The exercise-game machine of claim 1, wherein: the game
controller is built into the exercise machine.
3. The exercise-game machine of claim 1, wherein: the one or more
sensors are selected from the group consisting of: an exercise rate
sensor, an exercise force sensor, an exercise frequency sensor, an
exercise repetition counter, a push button, a trigger, a joystick,
a steering wheel, a handlebar, a flight stick, a tilt sensor, a
keypad, a touch screen, a switch, a sound detector, a temperature
sensor, an odor sensor, and a moisture sensor; and the sensors are
integrated into the exercise machine.
4. The exercise-game machine of claim 1, further comprising: one or
more actuators that are electrically connected to the game
controller as outputs, and that are actuatingly attached to the
exercise machine.
5. The exercise-game machine of claim 4, wherein: the one or more
actuators are selected from the group consisting of a vibrator, an
impact force actuator, a movement actuator, a heating device, a
cooling device, a fan, a speaker, a display screen, an exercise
resistance adjuster, a motor, a moisture dispenser and a scent
dispenser; and the actuators are integrated into the exercise
machine.
6. The exercise-game machine of claim 1, further comprising: a
built-in audio player with suitable speaker/headphone, amplifier,
controls, and provisions for loading and unloading removable media,
if any.
7. The exercise-game machine of claim 1, further comprising:
provisions for temporarily connecting external audio players to a
sound system and/or power supply of the exercise-game machine.
8. The exercise-game machine of claim 1, further comprising: a
communication connection between the game controller and a network
that includes another game controller.
9. The exercise-game machine of claim 1, further comprising:
retractable wheels that can be lowered to rollingly support the
exercise-game machine, and that can be raised to transfer support
to stationary feet.
10. The exercise-game machine of claim 1, further comprising:
rollers on one of the front and rear support legs that rollingly
support one end of the exercise-game machine while the other of the
front and rear support legs provides stationary support such that
the stationary support leg must be raised to allow rolling movement
of the exercise-game machine.
11. An exercise-game machine comprising: an exercise machine; an
interactive game controller that is built into the exercise
machine; and one or more actuators that are actuatingly attached to
the exercise machine and electrically connected to the interactive
game controller as outputs.
12. The exercise-game machine of claim 11, further comprising: one
or more sensors that are sensingly attached to the exercise machine
and electrically connected to the interactive game controller as
inputs; wherein the one or more sensors are selected from the group
consisting of: an exercise rate sensor, an exercise force sensor,
an exercise frequency sensor, an exercise repetition counter, a
push button, a trigger, a joystick, a steering wheel, a handlebar,
a flight stick, a tilt sensor, a keypad, a touch screen, a switch,
a sound detector, a temperature sensor, an odor sensor, and a
moisture sensor; and the sensors are integrated into the exercise
machine.
13. The exercise-game machine of claim 11, wherein: the one or more
actuators are selected from the group consisting of: a vibrator, an
impact force actuator, a movement actuator, a heating device, a
cooling device, a fan, a speaker, a display screen, an exercise
resistance adjuster, a motor, a moisture dispenser and a scent
dispenser; and the actuators are integrated into the exercise
machine.
14. The exercise-game machine of claim 11, further comprising: a
built-in audio player with suitable speaker/headphone, amplifier,
controls, and provisions for loading and unloading removable media,
if any.
15. The exercise-game machine of claim 11, further comprising:
provisions for temporarily connecting external audio players to a
sound system and/or power supply of the exercise-game machine.
16. The exercise-game machine of claim 11, further comprising: a
communication connection between the game controller and a network
that includes another game controller.
17. A method for encouraging use of an exercise machine by
utilizing an interactive game, the method comprising the steps of:
integrating an interactive game controller into the exercise
machine; sensingly attaching one or more sensors to the exercise
machine and electrically connecting the one or more sensors to the
interactive game controller as interactive game inputs; and
actuatingly attaching one or more actuators to the exercise machine
and electrically connecting the one or more actuators to the
interactive game controller as interactive game feedback
outputs.
18. The method of claim 17, further comprising the step of: using
the one or more sensors to sense and input to the controller one or
more of: an exercise rate, an exercise force, an exercise
frequency, an exercise repetition count, a button click, a trigger
squeeze, a joystick movement, force on a steering wheel, force on a
handlebar, force on a flight stick, a tilting force, a key press, a
touch screen touch, a switch activation, sound, heat, smell, and
moisture.
19. The method of claim 17, further comprising the step of: using
the one or more actuators to output from the controller
game-related feedback including one or more of vibration, impact
force, movement, heat, cold, moving air, sound, visual effects,
changes of exercise resistance, changes of exercise rate, scent and
moisture.
20. The method of claim 17, further comprising the step of:
communicatingly connecting the game controller with a network that
includes another game controller.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional
Patent Application No. 60/740,477 filed Nov. 29, 2005 by C. E.
Mathis, and which is entirely incorporated by reference herein.
TECHNICAL FIELD OF THE INVENTION
[0002] The present invention relates to exercise devices and, more
particularly to said devices coupled with interactive games.
BACKGROUND OF THE INVENTION
[0003] Physical fitness requires exercise that works the muscles of
one's body. Many people prefer to take their exercise in a
controlled environment such as indoors where inclement weather or
unsuitable location don't interfere. Calisthenics, jazzercise,
isometrics, weight lifting, and so on can be very effective forms
of exercise, but for many people they tend to be uninteresting
and/or too rigorous (e.g., high impact aerobics). In order to
maintain interest and incentive for ongoing exercise, and in order
to provide indoor equivalents of popular sports, a great variety of
exercise machines/devices have been developed for use as
fitness/exercise equipment. Examples include treadmills for
walking/running, stationary bicycles, stair steppers, elliptical
trainers, rowing machines, and many more.
[0004] Although the various exercise machines provide variety in
forms of exercise activity, some desire more mental stimulation to
encourage continued use, or to encourage more effective exercise.
Some of this is provided by programmable machines, for example a
treadmill that varies the speed and even the slope in order to
simulate a cross-country run on varied terrain.
[0005] Exercise videos have long been available to lead the
exerciser in interesting exercise routines, for example kick
boxing. Recently the popularity of video games has been utilized to
enhance exercise by requiring concentration for mental stimulation
and introducing challenging requirements such as certain exercising
actions in response to, or as control inputs for, an interactive
video game.
[0006] The "Exerstation" by Powergrid Fitness of Laurel, Md. as
seen at www.powergridfitness.com is an "isometric home gym fitness
machine utilizing ISOCOR.TM. technology (located in the alloy steel
tube that connects the controller to the base) which measures how
hard the user is pushing and pulling on the controller," thereby
using the whole body to play a video game. According to their
advertisement: "Push the Exer-station controller in the direction
you want your on-screen character to move. Two microprocessors
translate the force into actual movement in the game. The harder
you push, the faster you go. The Exer-station uses 4 strain gauges
to measure forces applied in the X and Y axis. A new manufacturing
technique was developed to integrate the sensor array inside the
alloy steel tube that supports the controller. Two microprocessors
are used to translate the pressure readings into a joystick data
stream that is compatible with all major video game consoles. An
LCD status display shows total workout time, pounds lifted, and
current effort level." Instructions are given for adapting the
Exer-station outputs to make suitable video console joystick inputs
for a variety of their action games such as car races and the
like.
[0007] The Cateye Fitness Game Bike is sold online at
www.videogamebikes.com by Health Edutainment Corporation of Agoura
Hills, Calif. They describe it as follows: "It is a revolutionary
plug and play Video Gamebike that fully controls every movement on
the screen with your own body movements. Because the Game Bike is
designed to serve as the Video Game Controller, when you pedal
faster, the Bicycle, Car, Boat or Skier on screen goes faster.
Steering the bike's handlebar moves the object in the direction
that you are turning. These actions make the game even more
realistic than using simply the game's controller. Over 70 Sony
Play Station Video Racing Games can be used to with this bike. In
addition, you can also purchase for a nominal fee, an adapter which
also allows this Game Bike to interface with Game Cube, X Box or a
Computer and all of the Video Racing Games that you already own. A
wireless video game adapter is also available. If you purchase 2
bikes, then two people can race against each other on screen. The
Game Bike has 8 different workload levels. Two sizes are available;
one for kids (3'6'' to 5' tall, with a maximum weight of 250
pounds) and one for teens/adults (5' to 6'5'' tall with a maximum
weight of 250 pounds)."
[0008] As with any form of entertainment, user expectations
continue to rise as the user becomes familiar with the current
state of the art. An object of the present invention is to push the
envelope of game-type exercise equipment by adding inventive
features that make the games more interactive and thus more
engaging for the user, thereby encouraging significant exercise by
making the experience more enjoyable.
[0009] Another object is to overcome limitations of the prior art
game exercise machines wherein a game console and video display
(e.g., television) are required external of the exercise machine.
This is cumbersome outside a home environment, especially in a
commercial fitness center where many exercise machines are
concurrently in use and crowded into a limited area.
BRIEF SUMMARY OF THE INVENTION
[0010] According to the invention, an exercise-game machine, i.e.,
an exercise machine combined with an interactive game component,
comprises: an exercise machine; a display built into the exercise
machine; one or more sensors attached to the exercise machine; and
a game controller that is electrically connected to the one or more
sensors as inputs, and that is electrically connected to the
display as an output.
[0011] Further according to the invention, the game controller is
preferably built into the exercise machine.
[0012] Further according to the invention, preferably the one or
more sensors are selected from the group consisting of: an exercise
rate sensor, an exercise force sensor, an exercise frequency
sensor, an exercise repetition counter, a push button, a trigger, a
joystick, a steering wheel, a handlebar, a flight stick, a tilt
sensor, a keypad, a touch screen, a switch, a sound detector, a
temperature sensor, an odor sensor, and a moisture sensor; and also
preferably the sensors are integrated into the exercise
machine.
[0013] According to the invention, the exercise-game machine
further comprises one or more actuators that are electrically
connected to the game controller as outputs, and that are
actuatingly attached to the exercise machine. Preferably the one or
more actuators are selected from the group consisting of a
vibrator, an impact force actuator, a movement actuator, a heating
device, a cooling device, a fan, a speaker, a display screen, an
exercise resistance adjuster, a motor, a moisture dispenser and a
scent dispenser; and the actuators are integrated into the exercise
machine.
[0014] According to the invention, the exercise-game machine
further comprises: a built-in audio player with suitable
speaker/headphone, amplifier, controls, and provisions for loading
and unloading removable media, if any.
[0015] According to the invention, the exercise-game machine
further comprises provisions for temporarily connecting external
audio players to a sound system and/or power supply of the
exercise-game machine.
[0016] According to the invention, the exercise-game machine
further comprises a communication connection between the game
controller and a network that includes another game controller.
[0017] According to the invention, the exercise-game machine
further comprises retractable wheels that can be lowered to
rollingly support the exercise-game machine, and that can be raised
to transfer support to stationary feet.
[0018] According to the invention, the exercise-game machine
further comprises rollers on one of the front and rear support legs
that rollingly support one end of the exercise-game machine while
the other of the front and rear support legs provides stationary
support such that the stationary support leg must be raised to
allow rolling movement of the exercise-game machine.
[0019] According to the invention, an exercise-game machine
comprises: an exercise machine; an interactive game controller that
is built into the exercise machine; and one or more actuators that
are actuatingly attached to the exercise machine and electrically
connected to the interactive game controller as outputs.
[0020] According to the invention, the exercise-game machine
further comprises: one or more sensors that are sensingly attached
to the exercise machine and electrically connected to the
interactive game controller as inputs; wherein the one or more
sensors are selected from the group consisting of: an exercise rate
sensor, an exercise force sensor, an exercise frequency sensor, an
exercise repetition counter, a push button, a trigger, a joystick,
a steering wheel, a handlebar, a flight stick, a tilt sensor, a
keypad, a touch screen, a switch, a sound detector, a temperature
sensor, an odor sensor, and a moisture sensor; and the sensors are
integrated into the exercise machine.
[0021] Further according to the invention, the one or more
actuators are selected from the group consisting of: a vibrator, an
impact force actuator, a movement actuator, a heating device, a
cooling device, a fan, a speaker, a display screen, an exercise
resistance adjuster, a motor, a moisture dispenser and a scent
dispenser; and the actuators are integrated into the exercise
machine.
[0022] According to the invention, the exercise-game machine
further comprises a built-in audio player with suitable
speaker/headphone, amplifier, controls, and provisions for loading
and unloading removable media, if any.
[0023] According to the invention, the exercise-game machine
further comprises provisions for temporarily connecting external
audio players to a sound system and/or power supply of the
exercise-game machine.
[0024] According to the invention, the exercise-game machine
further comprises a communication connection between the game
controller and a network that includes another game controller.
[0025] According to the invention, a method for encouraging use of
an exercise machine by utilizing an interactive game is disclosed,
the method comprising the steps of: integrating an interactive game
controller into the exercise machine; sensingly attaching one or
more sensors to the exercise machine and electrically connecting
the one or more sensors to the interactive game controller as
interactive game inputs; and actuatingly attaching one or more
actuators to the exercise machine and electrically connecting the
one or more actuators to the interactive game controller as
interactive game feedback outputs.
[0026] According to the invention, the method further comprises the
step of using the one or more sensors to sense and input to the
controller one or more of: an exercise rate, an exercise force, an
exercise frequency, an exercise repetition count, a button click, a
trigger squeeze, a joystick movement, force on a steering wheel,
force on a handlebar, force on a flight stick, a tilting force, a
key press, a touch screen touch, a switch activation, sound, heat,
smell, and moisture.
[0027] According to the invention, the method further comprises the
step of using the one or more actuators to output from the
controller game-related feedback including one or more of
vibration, impact force, movement, heat, cold, moving air, sound,
visual effects, changes of exercise resistance, changes of exercise
rate, scent and moisture.
[0028] According to the invention, the method further comprises the
step of communicatingly connecting the game controller with a
network that includes another game controller.
[0029] Other objects, features and advantages of the invention will
become apparent in light of the following description thereof.
BRIEF DESCRIPTION OF THE DRAWINGS
[0030] Reference will be made in detail to preferred embodiments of
the invention, examples of which are illustrated in the
accompanying drawing figures. The figures are intended to be
illustrative, not limiting. Although the invention is generally
described in the context of these preferred embodiments, it should
be understood that it is not intended to limit the spirit and scope
of the invention to these particular embodiments.
[0031] Certain elements in selected ones of the drawings may be
illustrated not-to-scale, for illustrative clarity. The
cross-sectional views, if any, presented herein may be in the form
of "slices", or "near-sighted" cross-sectional views, omitting
certain background lines which would otherwise be visible in a true
cross-sectional view, for illustrative clarity.
[0032] Elements of the figures can be numbered such that similar
(including identical) elements may be referred to with similar
numbers in a single drawing. For example, each of a plurality of
elements collectively referred to as 199 may be referred to
individually as 199a, 199b, 199c, etc. Or, related but modified
elements may have the same number but are distinguished by primes.
For example, 109, 109', and 109'' are three different elements
which are similar or related in some way, but have significant
modifications. Such relationships, if any, between similar elements
in the same or different figures will become apparent throughout
the specification, including, if applicable, in the claims and
abstract.
[0033] The structure, operation, and advantages of the present
preferred embodiment of the invention will become further apparent
upon consideration of the following description taken in
conjunction with the accompanying drawings, wherein:
[0034] FIG. 1 is a perspective view of a user on a first embodiment
of an exercise-game machine with transport wheels raised off the
floor, according to the invention;
[0035] FIG. 2 is a top view of the exercise-game machine of FIG. 1
according to the invention;
[0036] FIG. 3 is a side view of the exercise-game machine of FIG. 1
but with the transport wheels lowered to rollingly support the
machine according to the invention;
[0037] FIG. 4A is a display face view of a display and I/O panel
portion of the exercise-game machine of FIG. 1 according to the
invention;
[0038] FIG. 4B is a detail view of a handgrip of the exercise-game
machine of FIG. 1 according to the invention;
[0039] FIG. 5 is a perspective view of the exercise-game machine of
FIG. 1 with selected external surfaces made transparent for a view
of internal components according to the invention;
[0040] FIG. 6 is a top view of the exercise-game machine of FIG. 5
according to the invention;
[0041] FIG. 7 is a side view of the exercise-game machine of FIG. 5
according to the invention;
[0042] FIG. 8 is a perspective view of a second embodiment of an
exercise-game machine with selected external surfaces made
transparent for a view of internal components according to the
invention;
[0043] FIG. 9 is a side view of the exercise-game machine of FIG. 8
but with speakers attached to the top of the seatback, and with a
variant arrangement of drive components according to the invention;
and
[0044] FIG. 10 is a top view of the exercise-game machine of FIG. 9
according to the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0045] The overall concept of this invention is to integrate (build
in) an interactive gaming component with exercise and/or fitness
equipment (machines). At the very least, this provides an
entertaining diversion, and if well implemented adds incentive to
exercising by making it more fun.
[0046] The interactive gaming component can be as simple as a
standard video game with a display and hand controls built into the
machine. This would function as an entertaining diversion unrelated
to the exercise activity. In it's best form, however, the invention
correlates the game to the exercise and therefore uses input from
the machine such as exercise rate (e.g., pedaling speed) to control
a game activity, and outputs game-related feedback to the user such
as exercise resistance changes (e.g., pedal resistance) and even
sensory virtual reality effects such as vibration, tilt, impact,
fan generated "wind", sound effects, seat temperature, etc. Thus,
for example, the user is on an exercise bicycle (e.g., 10, 10')
which controls a virtual bicycle in a race shown real-time on a
monitor screen 36, the user providing both pedaling speed and
steering for the virtual bike through the pedals 16 and handgrips
20 of the actual exercise bike/machine 10, 10'.
[0047] Through network communication connections (e.g., wired 44,
wireless 66), the user can even compete in real time with other
exercise machine users in the same fitness center or in remote
locations via internet connectivity. Furthermore, the competing
users can be on different types of game-exercise machines 10, 10'
since the game and game controller 52 are preferably adaptable to
work with the different machine types. Even further, it is possible
to compete between a user on a game-exercise machine 10, 10' and
another user that is playing the same or related game on a
non-exercise machine, for example on a commercial game console
connected to a television display and a handheld joystick.
[0048] The game activity does not have to be directly related to
the type of exercise machine. For example, a virtual fighter could
swing a sword, run, jump etc. with the nature of the activity being
selected by a set of push buttons 32 on the machine handgrip(s) 20,
while the speed, frequency, and/or force of the sword blows; the
running speed; the jumping distance/height, and the like being
controlled by the user's exercising speed; and the virtual
direction can be controlled by a thumb-operated joystick 34 on the
handgrip 20 or even by directed force applied to the handgrip 20
itself. In another example, a leg-lift weight training machine (not
illustrated) uses the frequency, timing, height, and/or duration of
the lift to control virtual activities in a fighting game. Given
this teaching, game designers and fitness experts should be able to
develop a wide variety of integrated game-exercise machine
combinations according to this invention.
[0049] The illustrated embodiment is a recumbent bicycle exercise
machine 10, 10', shown in two of many possible forms, a first
variety 10 being illustrated in FIGS. 1-7 and a second variety 10'
being illustrated in FIGS. 8-10. Given the teachings herein, it
should be apparent that the inventive concept can be applied to a
wide range of fitness/exercise machines; for example, but not
limited to: stationary bike, treadmill, stair stepper, rowing
machine, elliptical, Nordic ski simulator, specific muscle training
machines, etc. For each machine, the interactive gaming component
can be adapted to a corresponding sport or activity, and/or the
various game inputs and outputs can be suitably adapted to a
desired game.
[0050] In general, the interactive gaming component being
integrated with an exercise machine comprises: [0051] Computer/game
controller [0052] Inputs from the user (e.g., sensors on the
equipment including user-manipulated controls) [0053] Game outputs
(feedback) to the user (e.g., visual, audible, sensory) [0054]
Accessories (e.g., music player, multi-user interaction)
[0055] Referring now to FIGS. 1-7, a first embodiment of the
inventive exercise-game machine 10 is an enhanced recumbent bicycle
exercise machine. As in a standard recumbent bicycle exercise
machine, the exercise-game machine 10 has a frame 14 mounted on
floor stand feet 26 that extend laterally to prevent tipping over.
A seat 12 having at least a seat bottom 24 and preferably a
seatback 22 is mounted on the top rear of the frame 14, preferably
with some standard form of fore-aft and/or height adjustment
capability. Bicycle pedals 16 are appropriately mounted on the
frame 14 and attached to a flywheel 58 with an associated
braking/resistance mechanism 56 that is adjustable for increasing
and decreasing the amount of pedaling resistance. Finally, hand
grips 20 are provided for the user, mounted on the seat 12 as shown
or mounted elsewhere (e.g., as a handlebar 20).
[0056] Inventive additions to the recumbent bicycle fitness machine
10, 10' comprise interactive game components including a display 18
mounted on the front of the frame 14 at a position suitable for
easy viewing by the user; one or more pushbuttons 32 positioned in
the handgrips 20 for easy actuation by the user's fingertip(s), a
joystick 34 positioned for thumb actuation (optionally replaced on
one or both handgrips 20 by a trigger button 34); input/output
(I/O) devices 46, 48 in the seat back 22 and seat bottom 24,
respectively; a controller 52 (including the functions of a game
console); a pedal speed sensor/motor 54; electronically controlled
brake/resistance control 56; and a wireless LAN interface 66. The
display 18 has, for example, a color monitor screen 36 that may
also be a touchscreen; a keypad and/or keyboard and/or push buttons
38; miscellaneous I/O 40 (e.g., switches, buttons, indicator
lights, speaker, mike, fan, scent emitter, etc.); and optionally a
CD or DVD player 42 for music, video, and/or game storage and
playing. Cartridges, removable memory devices, and removable
playback units (MP3, CD player, etc.) may also be connected via the
player 42. More details are provided hereinbelow.
[0057] An added convenience feature for exercise machines like the
illustrated recumbent bicycle 10 is a set of retractable wheels 28
(e.g., two or three on each side of the frame 14) that are
controlled by a manual lever 30. When the machine 10 is to be used,
the lever 30 is turned to retract/raise the wheels 28 such that the
machine 10 is supported on stationary front and back feet 26 as
shown in FIGS. 1 and 7. In order to easily roll the machine 10 to a
different location, the lever 30 is turned to lower/extend downward
the wheels 28 such that the machine 10 is lifted off of the front
and back feet 26 and is rollingly supported by the free-rolling
retractable wheels 28, as shown in FIG. 3. A variant of this
convenience feature is shown in FIGS. 8-10 which illustrate a
second embodiment of a recumbent bicycle type of exercise-game
machine 10' according to the invention. The second machine 10'
utilizes rollers 62 on the front one of the legs 26, such that to
move the machine 10', a person would lift the back end of the frame
14 (e.g., by the back one of the legs 26) and push or pull the
machine 10' as it rolls on the rollers 62.
[0058] FIGS. 8-10 also show some other forms of the interactive
game component. A plug cable 44 is a power cord and/or a wired LAN
cable (e.g., Ethernet), and/or a plug cable for connecting external
devices (an audio player, for example) to the exercise-game machine
10, 10'. FIGS. 9-10 show speakers 60 mounted above the seat back 22
for stereo sound audible game output/feedback, and/or for
entertainment music output (e.g., from a music CD player 42). FIGS.
8 and 10 show a multiple button 32 implementation in the handgrips
20 (e.g., buttons for the first and second fingers of each hand).
FIGS. 8-9 show arrangements and forms of the pedal speed
sensor/motor 54, flywheel 58, brake/resistance control 56, and
pedals 16 that are different from those shown in FIGS. 1-7.
[0059] With reference to the recumbent bicycle exercise-game
machine embodiments 10, 10' illustrated in the drawings, the
interactive game components added to the exercise machine have the
following exemplary details:
[0060] Computer/game controller/console 52: This could be anything
from a standard video game box with game cartridges, to a
customized computer with LAN 44, WI/FI 66, and/or internet
connections 44, 66. The controller 52 is preferably located in or
attached to an individual exercise-game machine 10, 10', but could
also be remotely located, such as a central control computer 52
networked to multiple machines 10, 10' in a fitness center, each
exercise-game machine 10, 10' having an I/O box for directing the
input signals and output signals to/from sensors, actuators and the
like.
[0061] User inputs (to the controller 52) include, for example: the
pedal speed sensor 54; push buttons 32 and/or triggers 34 and/or
thumb-operated joysticks 34 built into the handgrip(s) 20; force
sensors 46, 48 to detect direction and/or magnitude of force
applied to the handgrips/handlebar/steering wheel 20 and/or seat
bottom 24 and seat back 22 (effectively making any of them into a
joystick, a steering bar/wheel, a bike tilt detector, a flight
stick, an isometric force detector, and so on); a microphone 40 or
60 for detecting voice commands and other sounds; a temperature
sensor (e.g., 48), an odor sensor (e.g., 60), a moisture sensor
(e.g., 48), etc. Auxiliary inputs include, for example, the
keypad/keyboard 38, a touch screen 36, buttons, switches, and the
like 40 that are associated with general game controls and likely
located in or nearby the video display screen/monitor 36. In
non-bicycle embodiments of the present invention, the "pedal speed
sensor 54" is a comparable detector (measurer, sensor) of exercise
effort and/or action achievement (e.g., force, rate, speed,
frequency, repetition count, tilt angle, etc.). For example, the
sensor 54 could measure: isometric force level, Nordic ski midpoint
horizontal speed or cycle frequency, rowing cycle frequency, and
the like.
[0062] In general, inputs from the exercise machine 10, 10' are
supplied by "sensors" that are sensingly attached to suitable parts
of the machine 10, 10' and which are electrically connected (by
wires 50, or wireless transmission, for example) to input ports of
the controller 52. The sensors detect and/or measure events,
effects and actions occurring outside the controller 52 and thus
include things like a rotational speed sensor, microphone,
pushbutton and so on. Preferably the sensors are built-in, i.e.,
integrated with the exercise machine 10, 10' rather than
temporarily attached.
[0063] Feedback outputs (from the controller 52) include, for
example: visual images/video on a display screen 36; exercise
resistance control 56 (e.g., magnetic resistance or physical brake
force applied to a pedaled wheel 58); effects on speed (e.g., motor
54); vibration, tilt/movement, impact/bump actuators 46, 48; "wind"
generated by a fan (e.g., 40), optionally heated or cooled; seat
temperature heating or cooling (e.g., 46, 48); lamp heating (e.g.,
40); sounds from a speaker 60 (which can be headphones); moisture
dispensers (e.g., 40), scent dispensers (e.g., 40), etc. In a
deluxe embodiment, a closed-box "simulator" can provide a virtual
reality total immersion environment that requires one or more
physical activities (exercise) yielding user inputs to the
experience.
[0064] In general, outputs from the controller 52 are supplied by
output ports that are electrically connected (by wires 50, or
wireless transmission, for example) to "actuators" that are
actuatingly attached to suitable parts of the exercise machine 10,
10'. The actuators exert physical effects on the machine 10, 10'
and the user, and thus include things such as a display 36, a motor
54, a fan 40, a speaker 60 and the like. Preferably the actuators
are built-in, i.e., integrated with the exercise machine 10, 10'
rather than temporarily attached.
[0065] Accessories include, for example, audio (e.g., music)
players, speaker(s), and/or headphones--built-in and/or provisions
for plugging-in external devices, possibly supplied by the user.
For example, a built-in CD player 42 is illustrated. Audio players
42 include, for example, CD, cassette and MP3 players, radios, etc.
Appropriate player controls are provided, and for players 42 with
removable media (e.g., CD) then provisions are made for the user to
load/unload the media. For example, provisions are made for
temporarily connecting external audio players to the power and/or
sound system of the exercise-game machine 10, 10'. Provisions
include a pigtail plug-cord 44 for temporarily plugging into the
headphone jack of a user's portable audio player such that the
player's audio output is played through headphones, or amplified
and broadcast by premium speakers 60 built into the fitness machine
10, 10'. A suitable shelf or pocket 42 would also be provided for
holding the portable player, and power could also be provided, for
example with a 12 volt DC "cigarette lighter" jack and/or a 120
volt AC receptacle.
[0066] Although the invention has been illustrated and described in
detail in the drawings and foregoing description, the same is to be
considered as illustrative and not restrictive in character--it
being understood that only preferred embodiments have been shown
and described, and that all changes and modifications that come
within the spirit of the invention are desired to be protected.
Undoubtedly, many other "variations" on the "themes" set forth
hereinabove will occur to one having ordinary skill in the art to
which the present invention most nearly pertains, and such
variations are intended to be within the scope of the invention, as
disclosed herein.
* * * * *
References