U.S. patent application number 11/562449 was filed with the patent office on 2007-07-05 for method and apparatus for operatively controlling a virtual reality scenario with an isometric exercise system.
Invention is credited to Philip Feldman, Greg Merril, Peter Tsai.
Application Number | 20070155589 11/562449 |
Document ID | / |
Family ID | 38067970 |
Filed Date | 2007-07-05 |
United States Patent
Application |
20070155589 |
Kind Code |
A1 |
Feldman; Philip ; et
al. |
July 5, 2007 |
Method and Apparatus for Operatively Controlling a Virtual Reality
Scenario with an Isometric Exercise System
Abstract
An interface, in the form of an isometric exercise system,
according to the present invention includes an effector with at
least one sensor, a platform and control circuitry including a
processor. The platform accommodates a user in a standing position
and includes the effector attached thereto. The sensor measures at
least one force applied by a user lower body portion to the
effector and causing a measurable strain on the effector. An
additional effector with at least one sensor and a game controller
or other input device may further be attached to the platform. The
sensor measures at least one force applied by a user upper body
portion to the additional effector and causing a measurable strain
on that effector. The processor receives and processes data
corresponding to applied force information for transference to the
host computer system to update a virtual reality scenario.
Inventors: |
Feldman; Philip;
(Catonsville, MD) ; Tsai; Peter; (Olney, MD)
; Merril; Greg; (Bethesda, MD) |
Correspondence
Address: |
EDELL, SHAPIRO & FINNAN, LLC
1901 RESEARCH BOULEVARD
SUITE 400
ROCKVILLE
MD
20850
US
|
Family ID: |
38067970 |
Appl. No.: |
11/562449 |
Filed: |
November 22, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11350284 |
Feb 9, 2006 |
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11562449 |
Nov 22, 2006 |
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10975185 |
Oct 28, 2004 |
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11350284 |
Feb 9, 2006 |
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10806280 |
Mar 23, 2004 |
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10975185 |
Oct 28, 2004 |
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10309565 |
Dec 4, 2002 |
7121982 |
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10806280 |
Mar 23, 2004 |
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60514897 |
Oct 29, 2003 |
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60514897 |
Oct 29, 2003 |
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60699384 |
Jul 15, 2005 |
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60739920 |
Nov 28, 2005 |
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Current U.S.
Class: |
482/9 ;
482/91 |
Current CPC
Class: |
A63B 21/0023 20130101;
G06F 3/0383 20130101; A63B 2208/0204 20130101; A63B 2220/54
20130101; F41A 33/00 20130101; G06F 3/011 20130101; A63B 2220/51
20130101; G05G 1/52 20130101 |
Class at
Publication: |
482/009 ;
482/091 |
International
Class: |
A63B 71/00 20060101
A63B071/00; A63B 21/002 20060101 A63B021/002 |
Claims
1. An isometric exercise system serving as a peripheral to
manipulate a virtual reality scenario of a host processing system
in accordance with user physical activity comprising: a base; a
first effector for contact with and providing isometric resistance
for a user lower body portion, wherein said first effector is
secured to said base and receives force applied by said user lower
body portion; at least one sensor coupled to a selected location of
said system to measure at least one force applied by said user to
said system, wherein said force applied to said first effector
effects a measurable deformation that is measured by at least one
sensor; and a control unit to facilitate manipulation of said
virtual reality scenario, wherein said control unit is coupled to
said at least one sensor and includes: a processor to receive and
process data corresponding to applied force information measured by
said at least one sensor and to transfer information to said host
processing system to control said virtual reality scenario in
accordance with manipulation of said system by said user.
2. The system of claim 1, wherein said first effector includes: a
plurality of contact members to engage said user lower body
portion, wherein said contact members are angularly displaced from
each other and arranged to form an open central portion to receive
said first effector.
3. The system of claim 1, wherein said control unit further
includes: at least one display to display information relating to
user manipulation of said first effector.
4. The system of claim 3, wherein said processor further
determines, based on said measured applied force, information
relating to at least one of an amount of work applied by said user
and an amount of calories burned by said user and controls at least
one display to display said determined information.
5. The system of claim 1, wherein said processor further
selectively adjusts an amount of said at least one force that must
be applied by said user to said first effector to facilitate user
interaction with said virtual reality scenario.
6. The system of claim 5, wherein said control unit further
includes: a resistance input device to enter the amount of said at
least one force that must be applied by said user to said first
effector.
7. The system of claim 1, wherein said host processing system
includes a gaming system.
8. The system of claim 1, wherein said host processing system
includes a simulation system.
9. The system of claim 8, wherein said simulation system provides a
military training simulation.
10. The system of claim 9 further including a display to display
said virtual reality scenario, wherein said user manipulates said
first effector and handles a weapon to interact with said virtual
reality scenario and perform said military training.
11. The system of claim 10, wherein said display includes a head
mounted display.
12. The system of claim 1 further including: a second effector for
contact with and providing isometric resistance for a user upper
body portion, wherein said second effector is secured to said base
and receives force applied by said user upper body portion; wherein
said force applied to said second effector effects a measurable
deformation that is measured by at least one sensor.
13. The system of claim 12, wherein said control unit is mounted on
said second effector and further includes at least one input device
to manipulate said virtual reality scenario, and wherein said
processor transfers information to said host processing system to
control said virtual reality scenario in accordance with
manipulation of said at least one input device by said user.
14. The system of claim 13, wherein said control unit includes a
handle to directly receive said at least one force applied by said
user to said second effector.
15. The system of claim 12, wherein said control unit further
includes: a display to display information relating to user
manipulation of at least one of said first and second
effectors.
16. The system of claim 15, wherein said processor further
determines, based on said measured applied force, information
relating to at least one of an amount of work applied by said user,
an amount of weight lifted by said user and an amount of calories
burned by said user and controls said display to display said
determined information.
17. The system of claim 12, wherein said processor further
selectively adjusts an amount of said at least one force that must
be applied by said user to at least one of said first and second
effectors to facilitate user interaction with said virtual reality
scenario.
18. The system of claim 12, wherein said control unit further
includes: a resistance input device to enter the amount of said at
least one force that must be applied by said user to at least one
of said first and second effectors.
19. The system of claim 13, wherein said host processing system
includes a simulation system, and said control unit simulates
operation of an object for said simulation.
20. The system of claim 19, wherein said simulation system provides
a military training simulation and said control unit simulates
operation of a weapon.
21. The system of claim 13, wherein said virtual reality scenario
includes a plurality of functions enabling manipulation of that
scenario, and said control unit further includes an assignment
module to selectively assign at least one of said first effector,
said second effector and at least one input device to said
manipulation functions to respectively control those functions.
22. The system of claim 13, wherein said host processing system
includes a gaming system.
23. The system of claim 22, wherein said control unit includes a
game controller.
24. A method of performing a physical activity utilizing an
exercise system that serves as a peripheral to manipulate a virtual
reality scenario of a host processing system, said exercise system
including a base, a first effector secured to said base, at least
one sensor coupled to a selected location of said exercise system,
and a control unit to facilitate manipulation of said virtual
reality scenario and including a processor, said method comprising:
(a) measuring at least one force applied by a user to said exercise
system, wherein said first effector provides an isometric
resistance for a user lower body portion and receives force applied
by said user lower body portion, and wherein said force applied by
said user to said first effector effects a measurable deformation
that is measurable by at least one sensor; (b) processing data
corresponding to applied force information measured by said at
least one sensor via said processor; and (c) transferring
information from said control unit to said host processing system
to control said virtual reality scenario in accordance with
manipulation of said exercise system by said user.
25. The method of claim 24, wherein said first effector includes a
plurality of contact members angularly displaced from each other
and arranged to form an open central portion, and step (a) further
includes: (a.1.1) engaging user lower body portions with said
contact members.
26. The method of claim 24, wherein said control unit further
includes at least one display, and step (b) further includes: (b.1)
displaying information relating to user manipulation of said first
effector.
27. The method of claim 26, wherein step (b.1) further includes:
(b.1.1) determining, based on said measured applied force,
information relating to at least one of an amount of work applied
by said user and an amount of calories burned by said user and
controlling at least one display to display said determined
information.
28. The method of claim 24, wherein step (a) further includes:
(a.1) selectively adjusting an amount of said at least one force
that must be applied by said user to said first effector to
facilitate user interaction with said virtual reality scenario.
29. The method of claim 28, wherein said control unit further
includes a resistance input device, and step (a.1) further
includes: (a.1.1) receiving the amount of said at least one force
that must be applied by said user to said first effector via said
resistance input device.
30. The method of claim 24, wherein said host processing system
includes a gaming system.
31. The method of claim 24, wherein said host processing system
includes a simulation system.
32. The method of claim 31, wherein said simulation system provides
a military training simulation.
33. The method of claim 32, wherein said simulation system further
includes a display to display said virtual reality scenario, and
step (a) further includes: (a.1) receiving force applied by said
user handling a weapon to said first effector to interact with said
displayed virtual reality scenario and perform said military
training.
34. The method of claim 33, wherein said display includes a head
mounted display.
35. The method of claim 24, wherein said exercise system further
includes a second effector secured to said base, and step (a)
further includes: (a.1) measuring at least one force applied by
said user to at least one of said first and second effectors,
wherein said second effector provides an isometric resistance for a
user upper body portion and receives force applied by said user
upper body portion, and wherein said force applied by said user to
said second effector effects a measurable deformation that is
measurable by at least one sensor.
36. The method of claim 35, wherein said control unit is mounted on
said second effector and further includes at least one input device
to manipulate said virtual reality scenario, and step (c) further
includes: (c.1) transferring information to said host processing
system to control said virtual reality scenario in accordance with
manipulation of said at least one input device by said user.
37. The method of claim 36, wherein said control unit includes a
handle to directly receive at least one force applied by said user
to said second effector, and step (a.1) further includes: (a.1.1)
measuring said deformation of said second effector caused by at
least one force applied by said user to said handle.
38. The method of claim 35, wherein said control unit further
includes a display, and step (b) further includes: (b.1) displaying
information relating to user manipulation of at least one of said
first and second effectors.
39. The method of claim 38, wherein step (b.1) further includes:
(b.1.1) determining, based on said measured applied force,
information relating to at least one of an amount of work applied
by said user, an amount of weight lifted by said user and an amount
of calories burned by said user and controlling said display to
display said determined information.
40. The method of claim 35, wherein step (a.1) further includes:
(a.1.1) selectively adjusting an amount of said at least one force
that must be applied by said user to at least one of said first and
second effectors to facilitate user interaction with said virtual
reality scenario.
41. The method of claim 40, wherein said control unit further
includes a resistance input device, and step (a.1.1) further
includes: (a.1.1.1) receiving the amount of said at least one force
that must be applied by said user to at least one of said first and
second effectors via said resistance input device.
42. The method of claim 36, wherein said host processing system
includes a simulation system, and said control unit simulates
operation of an object for said simulation.
43. The method of claim 42, wherein said simulation system provides
a military training simulation and said control unit simulates a
weapon.
44. The method of claim 36, wherein said virtual reality scenario
includes a plurality of functions enabling manipulation of that
scenario, and step (b) further includes: (b.1) selectively
assigning at least one of said first effector, said second effector
and at least one input device to said manipulation functions to
respectively control those functions.
45. The method of claim 36, wherein said host processing system
includes a gaming system.
46. The method of claim 45, wherein said control unit includes a
game controller.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a Continuation-In-Part of U.S. patent
application Ser. No. 11/350,284, entitled "Isometric Exercise
System and Method of Facilitating User Exercise During Video Game
Play" and filed Feb. 9, 2006 (U.S. Patent Application Publication
No. 2006/0217243), which is a Continuation-In-Part of U.S. patent
application Ser. No. 10/975,185, entitled "Configurable Game
Controller and Method of Selectively Assigning Game Functions to
Controller Input Devices" and filed Oct. 28, 2004 (U.S. Patent
Application Publication No. 2005/0130742), which is a
Continuation-In-Part of U.S. patent application Ser. No.
10/806,280, entitled "Game Controller Support Structure and
Isometric Exercise System and Method of Facilitating User Exercise
During Game Interaction" and filed Mar. 23, 2004 (U.S. Patent
Application Publication No. 2004/0180719), which is a
Continuation-In-Part of U.S. patent application Ser. No.
10/309,565, entitled "Computer Interactive Isometric Exercise
System and Method for Operatively Interconnecting the Exercise
System to a Computer System for Use as a Peripheral" and filed Dec.
4, 2002, now U.S. Pat. No. 7,121,982. Further, U.S. patent
application Ser. Nos. 10/975,185 and 10/806,280 claim priority from
U.S. Provisional Patent Application Ser. No. 60/514,897, entitled
"Configurable Game Controller and Method of Selectively Assigning
Game Functions to Controller Input Devices" and filed Oct. 29,
2003. Moreover, U.S. patent application Ser. No. 11/350,284 claims
priority from U.S. Provisional Patent Application Ser. No.
60/699,384, entitled "Isometric Exercise System and Method of
Facilitating User Exercise During Video Game Play" and filed Jul.
15, 2005. In addition, the present application claims priority from
U.S. Provisional Patent Application Ser. No. 60/739,920, entitled
"Method and Apparatus for Operatively Controlling a Virtual Reality
Scenario With an Isometric Exercise System" and filed Nov. 28,
2005. The disclosures of the aforementioned patent, patent
application publications and patent applications (provisional and
non-provisional) are incorporated herein by reference in their
entireties.
BACKGROUND OF THE INVENTION
[0002] 1. Technical Field
[0003] The present invention relates to interfaces in the form of
exercise systems of the types disclosed in the aforementioned
patent and patent application publications, U.S. Patent Application
Publication No. 2006/0223634 (Feldman et al.) and U.S. patent
application Ser. No. 11/133,449, entitled "Force Measurement System
for an Isometric Exercise Device" and filed May 20, 2005, the
disclosures of which are incorporated herein by reference in their
entireties. In particular, the present invention pertains to an
isometric exercise device serving as an interface for simulated or
virtual environments to enable users to perform physically exerting
activities to interact with the simulated environment.
[0004] 2. Discussion of Related Art A student performs optimal
learning when a combination of physiological and mental stimuli are
applied to the student. This combination of factors results in a
higher level of arousal, where the arousal level is associated with
optimal cognitive function. As the stress (e.g., cognitive,
emotional, physiological, etc.) increases, the ability for the
individual to function effectively is degraded. This is commonly
referred to as the Inverted-U theory, initially postulated by
Yerkes and Dodson.
[0005] With respect to simulations developed to train for
high-stress activities (e.g., military action, etc.), these
simulations are utilized to reduce the user response to an
automatic response. For example, a dismounted infantry (DI) soldier
should decide an action appropriate for a particular situation, and
enable soldier reflexes to perform that action. However, if the
soldier has been trained in an environment where the physical
component of the activity has not been taken into account, the
soldier can possibly commit to a course of action that the soldier
is physically incapable of performing (e.g., sprinting up to a roof
with a heavy pack and calmly engage in sniper activity, etc.). This
type of cognitive dissonance may be avoided by including the
physical component in training and simulation.
[0006] However, problems exist with respect to including physical
interfaces in dismounted soldier type simulations. These problems
relate to technology and cost. In particular, interfacing with the
human body is an extremely challenging problem. For example, a
vehicle simulator includes an interface with the soldier that is
clearly defined and completely mechanical, whereas a simulation for
the dismounted infantry soldier has to account for interaction
between the soldier and a general environment including stairs,
rocks, doors, weapons and other people.
[0007] The related art has attempted to overcome this problem,
where interfaces generally can be categorized into two areas
including locomotion interfaces and hand interfaces. Since a human
may move in a vast array of manners (e.g., walk forward, backward
or sideways, crouch, hop, climb stairs, crawl, walk across a
tightrope, slide down a pole, etc.), the approach has been to treat
humans as vehicles that move across a plane. The simplest of
locomotion type interfaces (e.g., the Uniport from Sarcos Research
Corp. of Salt Lake City, Utah) resemble bicycles or unicycles,
where pedaling enables the user to go forwards or backwards in a
virtual environment, while the interfaces include some additional
mechanism to perform steering.
[0008] In contrast, complex locomotion interfaces include massive
omni directional treadmills (e.g., the Treadport from Sarcos
Research Corp. of Salt Lake City, Utah). These treadmills are
mounted on motion platforms that may be tilted or oriented in any
direction. The soldier is positioned in the center of the treadmill
through the use of a tether that allows for the inertial forces to
be modeled correctly. The systems include displays, generally in
the form of large screens (e.g., CAVE), or a head-mounted
display.
[0009] The mechanical complexity of the interface rises sharply
with the number of axes along which the soldier can move. The
Uniport is comparatively inexpensive, but behaves essentially like
a bicycle. On the other hand, the Treadport is capable of
supporting motion in the X and Y axes along with up to thirty
degrees of slope, but is extremely impractical and
uneconomical.
[0010] Hand interface devices have had more marketplace success.
For example, Sensable Technologies, Inc. of Woburn, Massachusetts
offers an interface (referred to as the Phantom) for use in CAD and
medical simulation. Immersion Corporation of San Jose, Calif.
offers an interface for virtual prototyping (referred to as
CyberForce). Both of these systems enable the user to move a
portion of their body through a small volume of space. At the point
that the simulation detects the user colliding with a simulated
object, the interface applies an opposing force representing the
contact.
[0011] Further to the cost and complexity of these systems, robotic
force type feedback systems are limited and can only apply a small
portion of the opposing force that the systems are capable of
producing. Since a trivial malfunction of hardware and/or software
results in a maximum force being applied, the machine motors of
these systems are restricted to prevent injury to the user. The
restricted operation prevents the systems from applying sufficient
force to simulate hard, impenetrable surfaces in the virtual
environment. In other words, the objects within the virtual
environment are "spongy".
[0012] In addition, various interface devices are utilized with
recreational simulations, such as video games. Generally, the
operation of video and computer games is performed by users in a
sitting or reclining position (e.g., on a couch, chair, floor,
etc.). Accordingly, the use of video games tends to decrease the
amount of exercise being performed by users. This lack of
sufficient exercise may contribute to a growing population of
overweight people or even an epidemic of obesity.
[0013] In an attempt to overcome the aforementioned problems with
respect to recreational simulations or video games, the related art
provides various systems utilizing exercise systems with a virtual
environment. Generally, isokinetic and/or isotonic forms of
exercise involve moving a user's muscles under resistance through a
selected range of motion. Isometric exercise involves the exertion
of force by a user against an object that significantly resists
movement as a result of the exerted force such that there is
substantially minimal or no movement of the user's muscles during
the force exertion. Examples of simple forms of isometric exercise
include pushing against a stationary surface (e.g., a doorframe or
a wall), attempting to pull apart tightly gripped hands or to bend
or flex a sufficiently rigid steel bar, etc.
[0014] A related art computer controlled exercise system is
described in International Publication No. WO 91/11221 (Bond et
al.). The computer controlled exercise system sequentially and
automatically implements isokinetic, isotonic and isometric
exercises to permit a physical therapist to attend to other
patients while the computer interacts with the patient to effect a
desired therapy. In one embodiment, the motion of a patient's body,
such as lifting or twisting the patient's limb, is converted into a
runner on a display that competes against another runner. If the
patient meets or exceeds the exercise goals, such as a number of
repetitions or torque applied to the exercise unit, then the runner
representing the patient will match or beat the other runner
representing the goal.
[0015] Further, an Interactive Video Exercise System (IVES) is
disclosed in Dang et al. "Interactive Video Exercise System for
Pediatric Brain Injury Rehabilitation", Proceedings of the RESNA
20.sub.th Annual Conference, June 1998. This system provides an
instrumented video-game-enhanced exercise program for pediatric
brain injury patients, where the system includes an isometric test
apparatus, a data processing circuit box, and a SUPER NES system
with an adapted game controller. The isometric test apparatus
includes a first load cell rigidly mounted onto a metal cross-bar
that clamps to two rear legs of a chair. A high tensile cable and
an ankle band couple the shank of a subject sitting in the chair to
the first load cell. A second load cell is mounted between two
aluminum plates which rest on the floor. The subject's foot rests
on the top plate against a heel stop and is secured with two
straps. Isometric extensions of the subject's knee are measured by
the first load cell, and isometric ankle dorsiflexion of the
subject is measured by the second load cell. The signal from either
load cell is transmitted to the data processing box, where it is
processed and compared with a variable threshold value set by a
potentiometer. When the transducer's signal exceeds the threshold
value, voltage is passed to the adapted game controller whereby the
selected operation is executed in a game (e.g., move right, move
left, move up, move down, etc.). As a result, the subject can only
play the game by performing certain isometric exercises.
[0016] However, the above-described exercise systems of the related
art suffer from several disadvantages. In particular, interaction
between the exercise system and a computer in the previously
described International Publication is limited to simple
representations on a display that are based upon achieving set
goals. Thus, this exercise system does not provide a fully
interactive virtual reality environment (e.g., controlling a
variety of movements of a character or an object in the scenario as
well as other features relating to the scenario). Further, the
system is generally not universally compatible with various gaming
or other processors and associated "off the shelf" gaming or other
applications. This limits the applications for which the system may
be utilized. In addition, the system is bulky and includes various
components for operation, thereby complicating portability and use
for exercise at various locations.
[0017] Moreover, the previously described IVES system requires a
game controller for a SUPER NES system to be adapted to render the
system operable. Thus, the system is generally not universally
compatible with various gaming or other processors and associated
"off the shelf" gaming or other applications. This limits the
applications for which the system may be utilized. Further, the
system includes various components requiring assembly for
operation, thereby complicating portability and use for exercise at
various locations and preventing immediate (e.g., plug and play
type) operation. In addition, the IVES system is limited to
isometric knee and ankle exercises and, thus, is incapable of being
utilized in a variety of different contexts where it is desirable
to exercise upper body parts alone or in combination with lower
body parts of a user.
OBJECTS AND SUMMARY OF THE INVENTION
[0018] Accordingly, it is an object of the present invention to
control virtual reality scenarios in accordance with user movements
or exercise.
[0019] It is another object of the present invention to interact
with a virtual environment based on a user exerting realistic
forces to perform a desired action.
[0020] Yet another object of the present invention to control a
virtual reality scenario in accordance with isometric exercises
performed by a user.
[0021] Still another object of the present invention is to utilize
a universally compatible interface in the form of an isometric
exercise system with a wide variety of computer systems capable of
executing "off the shelf" games or other software programs, where
the compatibility of the system enables immediate (e.g., plug and
play type) operation.
[0022] A further object of the present invention is to utilize an
interface in the form of an isometric exercise system enabling a
user to perform upper and/or lower body exercises to control a
virtual reality scenario.
[0023] The aforesaid objects may be achieved individually and/or in
combination, and it is not intended that the present invention be
construed as requiring two or more of the objects to be combined
unless expressly required by the claims attached hereto.
[0024] According to the present invention, an interface in the form
of an isometric exercise system facilitating user interaction with
a host computer system includes an effector, at least one sensor
coupled to the effector, a platform to accommodate the user and
control circuitry including a processor. The platform accommodates
a user in a standing position and includes the effector attached
thereto. The sensor measures at least one force applied by a user
lower body portion to the effector, where the applied force effects
a strain on or deflects the effector. The effector may be in the
form of a metal rod, where the user applies force (e.g., bending,
twisting, tension, compressive forces, etc.) that slightly and
measurably deforms the effector within its elastic limit. The
processor receives and processes data corresponding to applied
force information measured by the sensor for transference to the
host computer system. The host computer system processes the
information to update or respond to events within a virtual reality
scenario (e.g., a virtual environment, game, etc.).
[0025] Further, an additional effector may be attached to the
platform and include at least one sensor coupled thereto and a game
controller or other input device. The sensor measures at least one
force applied by a user upper body portion to the additional
effector, where the applied force effects a strain on or deflects
that effector. The additional effector may be in the form of a
metal rod, where the user applies force (e.g., bending, twisting,
tension, compressive forces, etc.) that slightly and measurably
deforms that effector within its elastic limit. The processor
receives and processes data corresponding to applied force
information measured by the sensor for transference to the host
computer system. The host computer system processes the information
to update or respond to events within a virtual reality scenario
(e.g., a virtual environment, game, etc.) as described above. Thus,
user upper and/or lower body exercise may be utilized to interact
with a virtual reality scenario.
[0026] The present invention provides several advantages. In
particular, the isometric interaction inverts the paradigm utilized
by the related art devices (such as the CyberForce and the
Treadport). In contrast to that paradigm (e.g., allowing the user
to move freely and apply unrealistic forces), the isometric
interaction of the present invention enables the user to exert
realistic forces, while constraining the motion. The ramifications
are considerable and include attaining the desired effect without
moving parts and the associated high cost and mechanical
complexity. Further, reaction times are immediate since there is no
lag required for some mechanism to reflect the new state of the
simulated world. Moreover, the user may apply forces equivalent to
those the user applies in the real world to cause a synthetic
object to move in the simulation. Since the present invention
employs no moving parts, the isometric interface is extremely
simple, rugged and inexpensive. This in combination with the small
size of the interface make the interface extremely suitable for
group training both in traditional training environments as well as
forward deployments. Thus, the present invention system provides a
level of integrated physical and cognitive training comparable to
systems with significantly greater cost. In addition, the present
invention enables a user to perform upper and/or lower body
isometric exercises to interact with a virtual environment or game,
thereby facilitating exercise and consumption of an increased
quantity of calories during game play.
[0027] The above and still further objects, features and advantages
of the present invention will become apparent upon consideration of
the following detailed description of specific embodiments thereof,
particularly when taken in conjunction with the accompanying
drawings wherein like reference numerals in the various figures are
utilized to designate like components.
BRIEF DESCRIPTION OF THE DRAWINGS
[0028] FIG. 1 is a view in perspective of an interface device
according to the present invention coupled to a simulation
system.
[0029] FIG. 2 is a view in perspective of the interface device of
FIG. 1.
[0030] FIG. 3A is a side view in cross-section of the effector bar
of the interface device of FIG. 1.
[0031] FIG. 3B is a bottom view in perspective of the interface
device of FIG. 1.
[0032] FIG. 4 is a front view in plan of a control unit for the
interface device of FIG. 1.
[0033] FIG. 5 is a schematic block diagram of an exemplary control
circuit for the interface device of FIG. 1.
[0034] FIG. 6 is a view in perspective of an alternative embodiment
of the interface device of FIG. 1 according to the present
invention.
[0035] FIG. 7 is a schematic block diagram of an exemplary control
circuit for the interface device of FIG. 6.
[0036] FIG. 8 is a view in perspective of the interface device of
FIG. 6 configured for connection to a video gaming system.
[0037] FIG. 9 is a schematic block diagram of an exemplary control
circuit for the interface device of FIG. 8.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0038] An interface device according to the present invention and
coupled to a simulation system is illustrated in FIG. 1. Initially,
an interface device 10 according to the present invention is
preferably coupled to a device control unit 200 that processes
information from the interface device. The control unit is further
coupled to a simulation system 400 that provides and updates a
simulation or a virtual environment in accordance with manipulation
of the interface device by a lower body portion (e.g., legs, etc.)
of a user 50. The simulation system typically includes a simulation
processor 414 (FIG. 5) and a monitor or other display device 416.
For example, user 50 may employ a head set as display device 416 to
provide the virtual environment. The simulation processor basically
includes a processing device to execute simulation software to
provide a virtual reality environment on the display device. The
simulation system may be implemented by a Silicon Graphics or Evans
and Sutherland simulation system, or by any conventional or other
computer or processing system (e.g., IBM-compatible, microprocessor
system, personal computer, video gaming system, etc.).
[0039] The simulation generally includes characters or objects that
are controlled by or interact with user 50. For example, the user
may control movement and actions of a character to move through a
virtual environment displayed on the display device in accordance
with manipulation of interface device 10 by the user lower body
portion. Further, the simulation may provide different views or
areas of a simulated environment based on user manipulation of the
interface device. These different areas may include various objects
(e.g., enemy personnel, traps, etc.). Control unit 200 receives and
processes signals from the interface device indicating user
manipulation of that device. The simulation system receives the
processed signals from the control unit and updates the display
device to reflect the view and/or movements and/or actions of the
character or object in accordance with user manipulation of the
interface device.
[0040] By way of example, interface device 10 may be employed with
a military simulation and serve as a "First Person Shooter" (FPS)
attachment, where the interface device is engaged by the legs
and/or other lower body portion of user or soldier 50. The
interface device tracks the forces that soldier 50 applies with
their legs to determine traversal of the virtual environment. In
this manner, soldier 50 may handle a firearm or other weapon 75 and
move within the virtual environment (e.g., forwards, backwards,
sideways, etc.) based on manipulation of the interface device by
the soldier legs. For example, soldier 50 may utilize their legs to
walk or turn, thereby applying forces to interface device 10 that
are measured and processed to indicate velocity and/or direction
within the virtual environment as described below. This provides an
almost instinctive interaction with the simulation. Since the
resistance levels for the interface device are adjustable, soldier
50 can tailor the amount of effort desired to simulate any types of
conditions or environments (e.g., hills, terrain, etc.).
[0041] Referring to FIG. 2, interface device 10 includes a base 20,
an effector bar 110 and an engagement member 370. Interface device
10 is preferably mounted on a support platform 30. The platform is
generally rectangular and includes dimensions sufficient to support
user 50 and interface device 10 thereon. Base 20 of the interface
device is typically attached to a central location of platform 30,
where user 50 stands on the platform in a manner to straddle the
interface device with user legs or other lower body portion to
manipulate that device and interact with the simulation or virtual
environment as described below. Interface device 10 may be secured
to the platform at any suitable locations via any conventional or
other securing mechanisms (e.g., bolts, clamps, etc.).
[0042] Base 20 of interface device 10 includes a floor 22 and a
substantially cylindrical receptacle 24. Floor 22 is generally
rectangular and includes generally U-shaped recesses 25 defined in
opposing side edges of the floor. Floor 22 includes supports 23
attached to the floor bottom surface to elevate floor 22 above
platform 30. The supports are in the form of generally rectangular
blocks and extend along the non-recessed edges of floor 22.
Receptacle 24 extends upward from a substantially central location
of floor 22 and includes dimensions sufficient to receive effector
bar 110 therein in a substantially upright position for
manipulation by user 50 as described below. A series of generally
triangular support members 26 are attached to receptacle 24 and
floor 22 to support the receptacle. The support members are
angularly displaced from each other by approximately ninety degrees
and extend from the receptacle toward a respective corner of floor
22. In particular, support members 26 are each in the form of a
right triangle with the support member side edges respectively
attached to the receptacle and floor in perpendicular relation to
each other. The side edge attached to floor 22 extends from the
receptacle toward a respective floor corner, while the hypotenuse
edge of the support member extends from the upper portion of the
side edge attached to the receptacle to the end of the side edge
attached to floor 22 near the corresponding floor corner. A
substantially circular collar 28 is disposed about effector bar 110
and includes dimensions slightly greater than those of the effector
bar and receptacle. The collar basically engages the upper portion
of receptacle 24 to secure effector bar 110 within the receptacle
in a proper position.
[0043] Engagement member 370 is disposed about an upper portion of
effector bar 110 to enable a user to engage the engagement member
with the user legs and/or other lower body portion and apply forces
to manipulate the effector bar to interact with the simulation or
virtual environment. The engagement member includes a plurality of
generally rectangular contact members 330, 332, 334 and 336
arranged in a cross type configuration (e.g., angularly displaced
from each other by approximately ninety degrees) and attached to a
substantially annular ring 340 with an open central portion
including dimensions sufficient to receive effector bar 110. The
engagement member is in slidable relation with the effector bar and
may be positioned along the effector bar at any desired location
via ring 340. The ring may be implemented by or include any
suitable conventional or other securing mechanisms (e.g., an
O-ring, clamps, etc.). Contact members 330, 334 are separated by a
sufficient distance (e.g., angularly displaced by at least
approximately ninety degrees) to enable a user leg and/or other
body portion to be disposed between those members. Similarly,
contact members 332, 336 are separated by a sufficient distance
(e.g., angularly displaced by at least approximately ninety
degrees) to enable a user leg and/or other body portion to be
disposed between those members. Contact members 330, 332, 334, 336
are preferably padded for user comfort.
[0044] Effector bar 110 is received within receptacle 24 in a
substantially upright position with engagement member 370
positioned toward the effector bar upper portion as described
above. The effector bar is constructed of a suitably rigid material
(e.g., a metal alloy) that is capable of being slightly deflected
within its elastic limit in response to any combination of bending,
twisting, tension and compression forces applied by the user to the
bar. While the effector bar is generally cylindrical, it is noted
that the effector bar may be of any suitable shape (e.g., bent or
curved, V-shaped, etc.) and have any suitable exterior surface
geometries (e.g., curved, multifaceted, etc.).
[0045] Effector bar 110 includes at least one sensor to measure at
least one type of strain applied by the user to that bar. The
sensors at a minimum measure force in the forward/reverse (e.g., Y
axis) and left/right (e.g., X axis) axes. Additional sensors may be
employed to measure up/down forces (e.g., along a Z axis) and
rotational forces (e.g., about the Z axis). Preferably, effector
bar 110 includes strain gauge sensors 150, 160 (FIG. 3A) that are
arranged at suitable locations on the bar, preferably on the
effector bar lower portion near receptacle 24. These sensors
measure the amount of a strain deformation applied to the bar as a
result of the user applying pushing, pulling or lateral forces to
the engagement member. By way of example only, sensor 150 may
measure force applied to the effector bar along an X-axis (e.g.,
lateral or left/right forces), while sensor 160 may measure forces
applied to the effector bar along a Y-axis (e.g., push/pull or
forward/backward forces).
[0046] The sensors may be arranged with respect to the effector bar
in any suitable manner to measure forces, such as the manners
disclosed in the aforementioned patent, patent application and
patent application publications. For example, the sensors may be
attached directly or indirectly to an effector bar exterior or
interior surface to measure the applied forces. Preferably, sensors
150, 160 are secured to a gauge mounting structure disposed within
the effector bar in a manner similar to that disclosed in
aforementioned U.S. patent application Ser. No. 11/133,449.
Referring to FIG. 3A, a gauge mounting structure 108 is secured
within a hollow interior of effector bar 110 and extends
substantially the length of the effector bar. The effector bar
preferably includes at least one open end to facilitate insertion
of the gauge mounting structure within the effector bar during
assembly. The mounting structure is preferably an elongated hollow
tube and has a transverse cross-sectional dimension (e.g., the
outer diameter of the internal mounting structure) less than the
transverse cross-sectional dimension of the effector bar (e.g., the
internal diameter of the effector bar). Thus, an annular gap 111
exists between effector bar 110 and gauge mounting structure 108
nested within the effector bar.
[0047] The gauge mounting structure is preferably constructed of a
suitable material capable of being slightly deformed within its
elastic limit in response to any combination of bending, tension
and compression forces applied to the effector bar and translated
to the gauge mounting structure as described below. This material
is generally more compliant and provides greater flexibility for
the mounting structure in comparison to the effector bar.
Specifically, when the same force is applied at substantially
similar locations and directions to each of effector bar 110 and
gauge mounting structure 108, the gauge mounting structure is more
flexible and is capable of deforming to a slightly greater extent
or degree (e.g., has a greater deformation) than the effector bar
without exceeding the elastic limit of the gauge mounting
structure. In an exemplary embodiment in which the effector bar is
constructed of steel or other suitable metal alloy, the gauge
mounting structure is preferably constructed of polyvinyl chloride
(PVC) or any other suitable plastic or polymer material that is
more compliant or flexible than the metal materials used to
construct the effector bar.
[0048] The gauge mounting structure is stabilized within and
indirectly secured along internal peripheral surface portions of
the effector bar via suitable strain transfer materials preferably
disposed proximate the longitudinal ends of the gauge mounting
structure. The strain transfer materials facilitate transfer of
forces or strains that are applied to the effector bar to the gauge
mounting structure as described below. A fitting 112 (e.g., a PVC
coupling) is secured at a first end of gauge mounting structure 108
that corresponds with the first end of effector bar 110 (e.g., the
effector bar end that is secured within receptacle 24).
Alternatively, fitting 112 may be secured at the second end of the
gauge mounting structure that corresponds with the second, free end
of the effector bar (e.g., the effector bar end toward engagement
member 370).
[0049] The fitting forms a sheath around the longitudinal outer
periphery of the gauge mounting structure, and has a transverse
cross-sectional dimension that is slightly less than the transverse
cross-sectional dimension (e.g., inner diameter) of the effector
bar. In addition, the outer surface portions of the fitting
frictionally engage the inner surface portions of the effector bar
to provide a first indirect contact area or contact bridge between
the effector bar and the gauge mounting structure at their
corresponding first ends. This contact bridge serves as one strain
transfer location in which forces or strains applied to the
effector bar are transferred to the gauge mounting structure. A
first plug 114 of hardened epoxy resin is secured within annular
gap 111 at a location adjacent fitting 112. The first resin plug is
secured to inner and outer peripheral surface portions of the
effector bar and gauge mounting structure and to the adjacent end
surface of the fitting to provide additional surface contact areas
between the effector bar and the gauge mounting structure for
facilitating strain transfer from the effector bar to the gauge
mounting structure.
[0050] A second plug 116 of hardened epoxy resin is disposed within
annular gap 111 at the corresponding second ends of effector bar
110 and gauge mounting structure 108. The second plug is secured to
respective inner and outer peripheral surface portions of the
effector bar and the gauge mounting structure to provide a second
indirect contact area or contact bridge between the effector bar
and the gauge mounting structure. This provides another location at
which forces or strains applied to the effector bar are transferred
to the gauge mounting structure. Second plug 116 substantially
fills the annular gap from a selected location along the gauge
mounting structure to the structure second end. A foam collar 115
is disposed in the annular gap and surrounds an outer peripheral
surface portion of the gauge mounting structure at the selected
location adjacent the second plug. The foam collar is provided to
facilitate formation of the second plug of hardened epoxy resin
during assembly of the effector bar.
[0051] While the strain transfer materials described above include
a fitting and hardened epoxy resin, it is noted that any suitable
connecting or bridging material may be provided within the annular
gap formed between the effector bar and the gauge mounting
structure that facilitates transfer of applied forces from the
effector bar to the gauge mounting structure. For example, fittings
and/or plugs of hardened epoxy resin can be secured at both
opposing (e.g., first and second) ends of and/or at any other
locations along the gauge mounting structure, where the fittings
and/or plugs are suitably dimensioned to provide a contact or
connecting bridge between corresponding inner and outer peripheral
surface portions of the effector bar and the gauge mounting
structure. The strain transfer materials are preferably suitably
rigid to effect substantially complete transfer of forces between
the effector bar and the gauge mounting structure with minimal or
no absorbance of such forces by the strain transfer materials.
While the preferred placement of strain transfer materials is at or
near the opposing longitudinal ends of the effector bar and gauge
mounting structure, the strain transfer materials may be disposed
at any one or more suitable locations along the length of the
effector bar depending upon a particular application.
[0052] Sensors 150, 160 are affixed at suitable locations on outer
surface portions of gauge mounting structure 108 between the
locations of the strain transfer materials. Preferably, the sensors
are disposed at suitable locations along the gauge mounting
structure where, depending upon a particular design and/or
application, deformation of the effector bar and/or the gauge
mounting structure will likely be the greatest or most significant.
In the embodiment of FIG. 3A, sensors 150, 160 are secured on gauge
mounting structure 108 at a location that is closer to the first
(e.g., fixed) end (e.g., toward receptacle 24) of the gauge
mounting structure in comparison to the second (e.g., free) end
(e.g., toward engagement member 370) of the gauge mounting
structure.
[0053] The sensors are further aligned in a longitudinal direction
of both the effector bar and the gauge mounting structure and are
angularly offset from each other by approximately ninety degrees on
the outer periphery of the gauge mounting structure. In particular,
the sensors are aligned to measure bending deflections of gauge
mounting structure 108 (e.g., corresponding with bending
deflections of effector bar 110 that have been translated to the
gauge mounting structure via the strain transfer materials) along
at least two separate axes. For example, the two separate axes may
be a predefined X axis and a predefined Y axis, where both axes are
oriented in the same plane and angularly offset from each other by
approximately ninety degrees. However, it is noted that any
suitable number of sensors (e.g., one or more) may be provided and
suitably aligned on the gauge mounting structure to measure
compression, elongation, and twisting of the gauge mounting
structure based upon similar forces acting upon and transferred
from the effector bar. For example, a third sensor may be affixed
in a suitable alignment along the gauge mounting structure surface
to measure other deflections (e.g., twisting, torque, etc.) of the
effector bar with respect to the longitudinal dimension of the
effector bar. These deflections are translated from the effector
bar to the gauge mounting structure (via the strain transfer
materials described above) for measurement by the sensors.
[0054] Interface device 10 employs additional sensors to measure
twisting or rotational forces (e.g., yaw) applied to effector bar
110 by user 50 as illustrated in FIG. 3B. Specifically, receptacle
24 includes an open bottom portion enabling effector bar 110 to
extend slightly beyond the bottom surface of floor 22. The floor
bottom surface includes supports 23 as described above and supports
21 to provide sufficient space between platform 30 and floor 22 for
the effector bar. Supports 21 are similar to supports 30 and are
disposed on the floor bottom surface substantially perpendicular to
supports 23 with effector bar 110 disposed between supports 21. A
generally rectangular stop bar 29 is attached to the bottom surface
of effector bar 110 and extends between supports 23. The stop bar
is constructed of a suitably rigid material (e.g., a metal alloy)
that is capable of being slightly deflected within its elastic
limit in response to any combination of bending, twisting, tension
and compression forces applied to the stop bar. While the stop bar
is generally rectangular, it is noted that the stop bar may be of
any suitable shape (e.g., bent or curved, V-shaped, etc.) and have
any suitable exterior surface geometries (e.g., curved,
multifaceted, etc.).
[0055] A pair of stops 27 is disposed adjacent each support 23,
where the stops within each pair are separated by a distance
sufficient to receive a corresponding end portion of stop bar 29
therebetween. The stops prevent motion of stop bar 29, thereby
enabling twisting forces applied by user 50 to effector bar 110 to
produce measurable strain deformations on stop bar 29. In
particular, effector bar 110 is disposed within receptacle 24 in a
manner enabling rotation of the effector bar relative to the
receptacle. When user 50 applies rotational forces to engagement
member 370, effector bar 110 attempts to rotate in the
corresponding direction (e.g., yaw). Since stop bar 29 is attached
to the effector bar, the stop bar similarly attempts to rotate in
the corresponding direction. However, stops 27 engage and prevent
motion of stop bar 29, thereby providing resistance to the user
applied force and enabling that force to produce measurable strain
deformations on the stop bar. This arrangement basically attaches
the effector bar to the base in a generally fixed or stationary
manner (e.g., with minimal or no movement) and utilizes isometric
exercise to enable the user to apply forces to the interface device
comparable to those applied in the real world.
[0056] Stop bar 29 includes at least one sensor to measure at least
one type of strain applied by the user to the effector bar.
Preferably, stop bar 29 includes strain gauge sensors 165, 175 that
are arranged at suitable locations on the stop bar, preferably on
the opposing longitudinal side edges of the stop bar near a pair of
stops 27. These sensors measure the amount of a strain deformation
applied to the stop bar as a result of the user applying twisting
forces to the effector bar. By way of example only, sensor 165 may
measure force applied to the effector bar in a first rotational or
twisting direction (e.g., clockwise), while sensor 175 may measure
forces applied to the effector bar in a second rotational or
twisting direction (e.g., counter clockwise).
[0057] Sensors 150, 160, 165, 175 are connected to control unit 200
(FIG. 4) via appropriate wiring, where the control unit provides
appropriate information to simulation system 400. The information
received by the simulation system is processed to display a virtual
reality scenario on display device 416 (FIG. 5). The scenario is
updated in accordance with strain forces applied to the effector
bar by a user. The control unit may further be configured to
control the level of exertion required by a user in order to
achieve a particular response in the virtual reality scenario.
Resistance levels may be input to the control unit by the user via
input devices 156 as described below. Alternatively, or in
combination with user input, the resistance levels may be
controlled by a signal processor 164 (FIG. 5) based upon conditions
within the virtual reality scenario, such as changing wind
conditions, changing grade of the terrain (e.g., going uphill),
etc.
[0058] An exemplary control unit 200 is illustrated in FIG. 4.
Specifically, the control unit is coupled to interface device 10
and receives information from strain gauge sensors 150, 160, 165,
175 as described above. Control unit 200 includes a housing 202
with front, rear, side, top and bottom walls to collectively define
a housing interior for containing control circuit 210 (FIG. 5)
described below. The housing front wall is in the form of a control
panel 204 and includes input devices 156, 157, 158 and displays
124, 126. Input devices 156 preferably include a pair of buttons to
enable a user to respectively increase and decrease gain or
sensitivity to user applied forces along X and Y axes. Input
devices 157 preferably include a pair of buttons to enable a user
to respectively increase and decrease gain or sensitivity to user
applied twisting forces. Displays 124, 126 are disposed adjacent
corresponding input devices 156, 157 to respectively display real
time information for the axial and twisting motions (e.g., axial
sensor saturation, twist sensor saturation, gain setting, time of
operation, approximate effort exerted, etc.). The displays are each
preferably implemented by a Liquid Crystal Display (LCD), but may
be implemented by any conventional or other display (e.g., LED,
monitor, etc.). Input device 158 includes a button and generally
initiates a reset operation.
[0059] An exemplary control circuit for control unit 200 is
illustrated in FIG. 5. Specifically, control circuit 210 includes
sensors 150, 160, 165, 175 and corresponding amplifiers 152, 162,
167, 177 and signal processor 164. A conventional power supply (not
shown) provides appropriate power signals to each of the circuit
components. The circuit may be powered by a battery and/or any
other suitable power source (e.g., the simulation system). A power
switch (not shown) may further be included to activate the circuit
components. Further, the circuit may include trim potentiometers
153 to adjust the centering and range of the strain gauge
sensors.
[0060] Sensors 150, 160, 165, 175 are each connected to a
respective amplifier 152, 162, 167, 177. The electrical resistance
of the sensors varies in response to compression and stretching of
the effector and stop bars. Amplifiers 152, 162, 167, 177 basically
amplify the sensor signals (e.g., in a range compatible with the
type of simulation system employed). The amplified voltage value is
sent by each amplifier to signal processor 164. Signal processor
164 may be implemented by any conventional or other processor and
typically includes circuitry and/or converts the analog signals
from the amplifiers to digital values for processing. Basically,
the amplified sensor value represents the force applied by the
user, where values toward the range maximum indicate greater
applied force. The amplified analog value is digitized or quantized
within a range in accordance with the quantity of bits within the
converted digital value (e.g., -127 to +127 for eight bits signed,
-32,767 to +32,767 for sixteen bits signed, etc.) to indicate the
magnitude and/or direction of the applied force. Thus, amplified
voltage values toward the range maximum produce digital values
toward the maximum values of the quantization ranges.
[0061] The signal processor receives resistance level and reset
controls from the user via input devices 156, 157, 158 as described
above, and controls amplifier gain parameters to adjust interface
device resistance in accordance with the user specified controls.
In particular, the signal processor adjusts the gain control of the
amplifiers in order to facilitate a resistance level in accordance
with user input and/or the virtual reality scenario. The gain
control parameter basically controls the amount of gain applied by
the amplifier to an amplifier input (or sensor measurement). Since
greater amplified values correspond to a greater force, increasing
the amplifier gain enables a user to exert less force to achieve a
particular amplified force value, thereby effectively lowering the
resistance of the interface device for the user. Conversely,
reducing the amplifier gain requires a user to exert greater force
to achieve the particular amplified force value, thereby increasing
the resistance of the interface device for the user. The signal
processor further adjusts an amplifier Auto Null parameter to zero
or tare the strain gauge sensors.
[0062] The signal processor is further connected to displays 124,
126 to facilitate display of certain activity or other related
information as described above. The signal processor receives the
amplified sensor values and determines various information for
display to a user (e.g., the degree of force applied to the
effector and/or stop bars at any given time, the amount of work
performed by the user during a particular session, resistance
levels, time or elapsed time, force applied by the user to the
various axes (e.g., X, Y, Z and rotational axes), instantaneous
force applied, total weight lifted, calories burned (e.g., based on
the amount of work performed and user weight), resistance level
setting, degree of effector and/or stop bar movement and/or any
other exercise or other related information). In addition, the
signal processor resets various parameters (e.g., resistance, time,
work, etc.) in accordance with reset controls received from input
device 158 (e.g., to provide a new session for logging
information).
[0063] The signal processor processes the received information and
transfers the processed information to simulation processor 414 to
update and/or respond to an executing simulation. Basically, the
signal processor processes and arranges the received information
into suitable data packets for transmission to simulation processor
414 of simulation system 400. The signal processor may process raw
digital values in any fashion to account for various calibrations
or to properly adjust the values within quantization ranges. The
simulation processor processes the information or data packets to
update and/or respond to an executing simulation displayed on
display device 416.
[0064] Operation of interface device 10 is described with reference
to FIGS. 1-5. Initially, a user couples the interface device to
control unit 200 (and, hence, simulation system 400). The user may
adjust the interface device (e.g., engagement member height, etc.)
to accommodate the user physical characteristics. The interface
device is placed on an appropriate surface, where the user is
typically standing on platform 30 with user legs straddling
engagement member 370. The user may employ a weapon, head mounted
display or other devices depending upon the particular simulation.
A simulation is selected and executed on the simulation system, and
the user manipulates interface device 10 to interact with the
simulation. The user operates the interface device by manipulating
engagement member 370 (and effector bar 10) with the user legs
and/or other user lower body portion. The user applies linear
and/or twisting (or rotational) forces to exert a measurable strain
on the effector and/or stop bars.
[0065] Strain gauge sensors 150, 160, 165, 175 measure the strain
on the effector and/or stop bars due to user manipulation of the
engagement member. The signals from the strain gauge sensors are
transmitted to the control unit signal processor to generate data
packets for transference to simulation system 400. The simulation
system processes the information or data packets to update and/or
respond to an executing simulation. Thus, the force applied by the
user to the effector bar results in a corresponding coordinate
movement or action in the scenario displayed on the display device.
In other words, user movement (e.g., similar to walking, turning,
etc.) serves to indicate desired user actions or movements to the
simulation system to update views and/or movement (e.g., the user
traversing the simulated environment) or other actions of
characters or objects within the simulation in accordance with the
user movement. For example, a user leaning forward causes the
simulated character to move forward. Further, the user may exert a
lateral force to elicit sideways motion in the simulation, vertical
force to cause the simulated character to crouch or stand, and
rotational force to make the simulated character pivot. The rate of
motion within the simulation is derived from the amount of force
applied by the user (e.g., a greater rate of motion is produced
from a greater amount of applied force).
[0066] The interface device enables the user to apply forces on the
same order as those applied in the real world (e.g., to walk, turn,
etc.) to provide realistic simulations and training. For example, a
soldier 50 may utilize the interface device to traverse a virtual
area while handling a weapon, thereby imparting the physical
component to the simulation for enhanced training.
[0067] An alternative embodiment of the interface device according
to the present invention is illustrated in FIG. 6. Initially, an
interface device 15 is preferably coupled to simulation system 400
(FIG. 7) that provides and updates a simulation or a virtual
environment in accordance with manipulation of interface device 15
by user 50 in a manner similar to that described above. The
simulation system typically includes simulation processor 414 (FIG.
7) and monitor or other display device 416 as described above.
[0068] Interface device 15 includes a base platform 301, interface
device 10, and a controller assembly 350. The base platform is
substantially rectangular and includes a gripping surface (e.g.,
rubber or rubber type material, etc.) for user feet. Controller
assembly 350 is secured or bolted to a front portion of base
platform 301, while interface device 10 is secured to a rearward
portion of the base platform. Interface device 10 is substantially
similar to the interface device described above and includes
sensors 150, 160, 165, 175 to measure applied forces. The sensors
of interface device 10 are connected to a control circuit 225 (FIG.
7) within controller assembly 350 via appropriate wiring, where the
control circuit provides appropriate information to simulation
system 400. Interface device 10 is positioned a sufficient distance
from the controller assembly to enable user 50 to simultaneously
manipulate interface device 10 and the controller assembly as
described below. Base 20 of interface device 10 is secured to base
platform 301 in substantially the same manner and arrangement
described above for securing interface device 10 to platform
30.
[0069] Controller assembly 350 includes a frame 390, a controller
effector 610 and a controller 120. Frame 390 includes a mounting
member 344 secured or bolted to a front portion of base platform
301. The mounting member includes a substantially cylindrical
effector receptacle 345. Controller effector 610 includes
dimensions less than those of effector receptacle 345 for insertion
within that receptacle, where the controller effector and
receptacle form a telescoping arrangement. The receptacle extends
upward from the base and includes dimensions sufficient to receive
controller effector 610. The controller effector is substantially
similar to effector bar 110 described above, and is constructed of
a suitably rigid material (e.g., a metal alloy) that is capable of
being slightly deflected within its elastic limit in response to
any combination of bending, twisting, tension and compression
forces applied by the user to the controller effector. While the
controller effector is generally cylindrical, it is noted that the
controller effector may be of any suitable shape (e.g., bent or
curved, V-shaped, etc.) and have any suitable exterior surface
geometries (e.g., curved, multifaceted, etc.). The controller
effector is slidably received within receptacle 345 in a
substantially upright position for manipulation by a user as
described below. A lock mechanism 348 may be employed to adjust the
position of the controller effector within receptacle 345 in
accordance with user characteristics (e.g., height, reach, etc.).
Once locked into a suitable position, the controller effector is
basically attached to the base platform in a fixed or stationary
manner (e.g., minimal or no movement) to enable the user to apply
force and perform an isometric exercise in order to interact with
the simulation as described below.
[0070] Controller effector 610 typically includes at least one
sensor to measure at least one type of strain applied by the user
to that effector as described above. The sensors at a minimum
measure force in the forward/reverse (e.g., Y axis) and left/right
(e.g., X axis) axes. Additional sensors may be employed to measure
up/down forces (e.g., Z axis) and rotational forces (e.g., about
the Z axis). Preferably, the controller effector includes sensors
185, 195 (FIG. 7) and the sensor arrangement described above for
FIG. 3A (generally without the sensor arrangement of FIG. 3B) to
measure the amount of a strain deformation applied to the
controller effector as a result of the user applying pushing,
pulling or lateral forces to that effector. The sensors are
connected to control circuit 225 within controller 120 via
appropriate wiring, where the controller provides appropriate
information to simulation system 400. Strain gauge measurements are
processed to display a virtual reality scenario on the simulation
system. The scenario is updated in accordance with strain forces
applied to controller effector 610 and effector bar 110 by a user
as described below.
[0071] Controller 120 is attached or secured to the controller
effector upper portion. By way of example, the controller may be of
the type available for conventional video games (e.g., PS2
available from Sony, XBOX available from Microsoft, GAMECUBE
available from Nintendo, video gaming applications configured for
use with personal computer operating systems such as Microsoft
WINDOWS and Apple Mac OS X, etc.), such as the device described in
U.S. Pat. No. 6,231,444, and is similar to the controllers
disclosed in the aforementioned patent application and patent
application publications. The controller typically includes a
series of buttons 123 and a joystick 121 disposed on the controller
upper portion. The controller generally includes respective signal
sources (e.g., variable resistor or potentiometers) to provide
signals indicating joystick motion along X (e.g., left/right
motions) and Y (e.g., forward/back motions) axes. For example,
joystick 121 (FIG. 7) may be associated with signal sources 125
(e.g., variable resistor or potentiometers) to provide signals
indicating joystick motion along X and Y axes. However, the
controller may include any quantity of any type of input devices
(e.g., buttons, switches, a keypad, joystick, etc.) and signal
sources disposed at any location and arranged in any fashion on the
controller. The buttons and joystick may be utilized to enter any
desired information (e.g., enter desired user actions for the
simulation, etc.).
[0072] Further, the controller may include input devices 256 (FIG.
7) to enter and reset resistance controls and reset clock or other
functions. Devices 256 may be implemented by any conventional or
other input devices (e.g., buttons, slides, switches, etc.). The
controller lower portion includes a generally "U"-shaped handle or
grip 122 for engagement by a user.
[0073] A display 127 is further disposed on the controller upper
portion and may display various information to the user (e.g., the
degree of force applied to the controller effector and/or effector
bar at any given time, the amount of work performed by the user
during a particular session, resistance levels, time or elapsed
time, force applied to the various axes (e.g., X, Y, Z and/or
rotational axes), instantaneous force applied, total weight lifted,
calories burned (e.g., based on the amount of work performed and
user weight), resistance level setting, degree of contoller
effector and/or effector bar movement and/or any other exercise or
other related information). The display is preferably implemented
by a Liquid Crystal Display (LCD), but may be any type of display
(e.g., LED, etc.).
[0074] Controller 120 may be implemented by various devices
depending on the particular simulation. For example, the controller
may be implemented by a general purpose controller as described
above to simulate various objects (e.g., weapon, medical or other
instrument, etc.), or by a controller in the form of an item
applicable to a particular simulation, such as a weapon or a
medical kit.
[0075] An exemplary control circuit for interface device 15 within
controller 120 is illustrated in FIG. 7. Specifically, control
circuit 225 includes sensors 150, 160, 165, 175 of interface device
10 and sensors 185, 195 of controller assembly 350, corresponding
amplifiers 152, 162, 167, 177, 187, 197, an exercise processor 154
and signal processor 164. A conventional power supply (not shown)
provides appropriate power signals to each of the circuit
components. The circuit may be powered by a battery and/or any
other suitable power source (e.g., the simulation system). A power
switch (not shown) may further be included to activate the circuit
components. Further, the circuit may include trim potentiometers
153 to adjust the centering and range of the strain gauge
sensors.
[0076] Sensors 150, 160, 165, 175, 185, 195 are each connected to a
respective amplifier 152, 162, 167, 177, 187, 197. The electrical
resistance of the sensors vary in response to compression and
stretching of controller effector 610 and effector bar 110.
Amplifiers 152, 162, 167, 177, 187, 197 basically amplify the
sensor signals (e.g., in a range compatible with the type of
controller employed). The amplified voltage value is sent by each
amplifier to exercise processor 154. The exercise processor may be
implemented by any conventional or other processor and typically
includes circuitry and/or converts the analog signals from the
amplifiers to digital values for processing. Basically, the
amplified sensor value represents the force applied by the user,
where values toward the range maximum indicate greater applied
force. The amplified analog value is digitized or quantized within
a range in accordance with the quantity of bits within the
converted digital value (e.g., -127 to +127 for eight bits signed,
-32,767 to +32,767 for sixteen bits signed, etc.) to indicate the
magnitude and/or direction of the applied force. Thus, amplified
voltage values toward the range maximum produce digital values
toward the maximum values of the quantization ranges.
[0077] The exercise processor receives resistance level and reset
controls from the user via input devices 256 as described above,
and controls amplifier gain parameters to adjust interface device
resistance in accordance with the user specified controls. In
particular, the exercise processor adjusts the gain control of the
amplifiers in order to facilitate a resistance level in accordance
with user input and/or the simulation scenario. The gain control
parameter basically controls the amount of gain applied by the
amplifier to an amplifier input (or sensor measurement). Since
greater amplified values correspond to a greater force, increasing
the amplifier gain enables a user to exert less force to achieve a
particular amplified force value, thereby effectively lowering the
resistance of the interface device for the user. Conversely,
reducing the amplifier gain requires a user to exert greater force
to achieve the particular amplified force value, thereby increasing
the resistance of the interface device for the user. The exercise
processor further adjusts an amplifier Auto Null parameter to zero
or tare the strain gauge sensors.
[0078] The exercise processor is further connected to display 127
to facilitate display of exercise or other related information. The
exercise processor receives the amplified sensor values and
determines various information for display to a user (e.g., the
degree of force applied to the controller effector and/or effector
bar at any given time, the amount of work performed by the user
during a particular session, resistance levels, time or elapsed
time, force applied to the various axes (e.g., X, Y, Z and/or
rotational axes), instantaneous force applied, total weight lifted,
calories burned (e.g., based on the amount of work performed and
user weight), resistance level setting, degree of controller
effector and/or effector bar movement and/or any other exercise or
other related information). In addition, the exercise processor
resets various parameters (e.g., resistance, time, work, etc.) in
accordance with reset controls received from input devices 256
(e.g., to provide a new session for logging information) and
provides sensor information to signal processor 164.
[0079] Signal processor 164 processes sensor and controller input
device information and transfers this information to simulation
processor 414 to update and/or respond to an executing simulation.
Basically, the signal processor processes and arranges the received
information into suitable data packets for transmission to
simulation processor 414 of simulation system 400. The signal
processor may process raw digital values in any fashion to account
for various calibrations or to properly adjust the values within
quantization ranges. The simulation processor processes the
information or data packets to update and/or respond to an
executing simulation displayed on display device 416.
[0080] Operation of interface device 15 with respect to a
simulation is described with reference to FIGS. 6-7. Initially, a
user couples the interface device to simulation system 400
utilizing the appropriate wiring or cables. The user may adjust the
interface device (e.g., controller height, engagement member, etc.)
to accommodate the user physical characteristics. The interface
device is placed on an appropriate surface (e.g., floor, etc.),
where the user is typically standing on base platform 301 with user
legs straddling engagement member 370. A simulation is selected and
executed on the simulation system, and the user engages in an
exercise activity to interact with the simulation. The user
operates the interface device with the user legs supported by base
platform 301 and straddling engagement member 370, and the user
hands placed on controller handle 122. The user grips the
controller handle and applies a force to the controller and/or
engagement member to exert a strain on the controller effector
and/or effector bar, respectively, to produce a corresponding
movement in the simulation (e.g., of a character or an object in
the scenario displayed by the simulation processor). For example, a
user leaning forward and manipulating the engagement member causes
the character to move forward. Further, the user may exert a
lateral force on the engagement member to elicit sideways motion in
the simulation, exert a vertical force on the engagement member to
cause the character to crouch or stand, and exert a rotational
force on the engagement member to make the character pivot. The
controller may be utilized to simulate a specific object for the
simulation, such as a weapon. In this case, the user may further
apply forces to the controller to control the viewpoint and hand
position (e.g., on the weapon) in the simulation. Forces applied to
the controller in the XY plane may control eye-point and/or weapon
direction, while forces applied to the controller along a vertical
axis may control the lifting and carrying of objects in the
simulation. Twisting forces applied to the controller may be used
to manipulate eye-point and/or the weapon, and may be further
utilized for other simulation tasks. The rate of motion in the
simulation is derived from the amount of force applied by the user
(e.g., a greater rate of motion is produced from a greater amount
of applied force). In addition, the user may manipulate joystick
121 and/or other controller input devices for additional actions
depending upon the particular simulation.
[0081] The signals from strain gauge sensors 150, 160, 165, 175,
185, 195 and controller input devices (e.g., joystick 121, buttons
123, etc.) are transmitted to signal processor 164 to generate data
packets for transference to simulation system 400. The simulation
system processes the information or data packets to update and/or
respond to an executing simulation. Thus, the force applied by the
user to the controller effector and effector bar results in a
corresponding coordinate movement or action in the scenario
displayed by the simulation system. In other words, user activity
serves to indicate desired user actions or movements to the
simulation system to update the scene and/or the movement or
actions of characters or objects within the simulation. This
enables the user to apply forces during the simulation on the same
order as those the user applies in the real world, thereby
imparting a physical component to the simulation for enhanced
training.
[0082] Interface device 15 may further serve as a game controller
that is operable with a wide variety of video gaming or other
systems including PS2, XBOX and GAMECUBE systems, and various
personal or other computers (e.g., personal computers with
Microsoft WINDOWS and Apple Mac OS X operating systems) as
illustrated in FIG. 8. The interface device in this case serves as
an exercise device requiring a user to perform isometric exercises
for the user upper and/or lower body portions to interact with a
video game.
[0083] In particular, exercise device 15 is preferably coupled to
simulation system 400 in the form of a gaming system and serves as
a game controller to enable a user to perform isometric exercises
to control a game scenario. The gaming system typically includes
simulation processor 414 (FIG. 9) in the form of a game processor
and a monitor or display 416. The game processor includes a storage
drive and/or unit to receive computer readable media (e.g., CD,
DVD, etc.) containing software for various games and a processing
device to execute the software to provide games on the monitor. The
gaming system may be implemented by any conventional or other
processing or gaming system (e.g., microprocessor system, personal
computer, video gaming system, etc.). For example, the gaming
system may be implemented by conventional video games, such as PS2
available from Sony, XBOX available from Microsoft or GAMECUBE
available from Nintendo.
[0084] The games generally include characters or objects that are
controlled by a user via manipulation of the interface device. For
example, the user may control movement and actions of a character
or a vehicle (e.g., car, airplane, boat, etc.) to move through a
virtual environment displayed on the monitor. The interface device
includes a plurality of input devices (e.g., joystick, buttons,
etc.) to enable a user to interact with the game. The gaming system
receives signals from the interface device and updates the display
to reflect the movements and/or actions of the character or object
in accordance with user manipulation of interface device 15 as
described below.
[0085] Interface device 15 includes a cable system 220 that
facilitates connection and communication between controller 120 and
multiple (e.g., two or more) video gaming systems. In particular,
cable system 220 is connected to and extends from a rear surface of
controller 120 (e.g., a controller surface that opposes the
controller surface including joystick 121, buttons 123 and display
127) and at a location above controller handle 122. Cable system
220 is substantially similar to the cable system described in
aforementioned U.S. Patent Application Publication No. 2006/0223634
(Feldman et al.) and includes a flexible and hollow body 224 that
extends into controller 120 via an access panel or door (not shown)
to receive and retain wiring that is connected with signal
processor 164 (FIG. 9) within the controller. Alternatively, the
cable may connect with the controller at any other suitable
location and/or in any other suitable manner. A number of
separately and independently extending wires are sheathed within
and extend the length of cable body 224. The wires are configured
for providing an electrical contact or link between signal
processor 164 of controller 120 and a specific video gaming system
as described below.
[0086] Cable body 224 extends a selected distance from controller
120 and connects with a generally rectangular housing 226. A number
of flexible and hollow cables 227, 230, 240, 250 extend from
housing 226. The wiring within cable body 224 extends within
housing 226 for transfer of signals to wiring sets directed into
and through a respective one of the output cables 227, 230, 240,
250. Thus, housing 226 serves as a junction location for the
transfer of signals between wiring within cable body 224 and
respective wiring sets of the output cables, where each output
cable includes a wiring set that is configured for connection to a
game controller port of a corresponding video gaming system.
[0087] Each output cable 227, 230, 240, 250 terminates in a
respective connection plug 228, 231, 241, 251. The connection plugs
are each configured to connect with a corresponding game controller
port of a respective video gaming system. The connection plugs
connect with the game controller ports in a male-female mating
relationship. In particular, each connection plug includes a male
component with associated metal pins and/or other contacting
structure that is configured for insertion into a corresponding
female component of a respective controller port. These connections
establish an electrical contact between the wiring set associated
with the connection plug and corresponding wiring that connects in
a suitable manner with the game processor of the video gaming
system. By way of example only, connection plug 251 is configured
to connect with a game controller port of a GAMECUBE system,
connection plug 241 is configured to connect with a game controller
port of an XBOX system, connection plug 231 is configured to
connect with a game controller port of a PS2 system, and connection
plug 228 is configured to connect with a universal serial bus (USB)
port of any suitable gaming system or personal or other computer
(e.g., to facilitate control of Microsoft WINDOWS or Apple Mac OS X
based gaming or other applications). However, the cable system is
not limited to this exemplary configuration, but rather can include
any suitable number (e.g., two or more) of connection plugs of any
suitable types and configurations to facilitate connections with
any types of video gaming or other systems.
[0088] Cable system 220 is of a suitable length (e.g., eight feet
or greater) to facilitate a relatively easy connection between
interface device 15 and video gaming system 400. In situations
where the exercise system is located a considerable distance (e.g.,
greater than eight feet) from a video gaming system, the interface
device may employ an extension cable device 300. Cable device 300
is substantially similar to the cable device disclosed in
aforementioned U.S. Patent Application Publication No. 2006/0223634
(Feldman et al.) and is coupled to cable system 220 to connect the
cable system with the video gaming system. In particular, extension
cable device 300 includes a flexible and hollow cable 302 that
extends a suitable length (e.g., about 8 feet or greater) and
includes a first housing 316 at a first end of the cable and a
second housing 328 at a second end of the cable. Cable 302 is
substantially similar in configuration and design as cable 224 of
cable system 220, where the same or substantially similar wiring
extends through the cable. Further, cable 302 can include one or
more wires that transfer common or shared signals for two or more
wiring sets.
[0089] Each housing 316, 328 is substantially similar in
configuration and design as housing 226 of cable system 220. Each
housing serves as a junction location to transfer signals between
the wiring within cable 302 and each of a plurality of wiring sets
in a similar manner as described above for housing 226. In
particular, a number of flexible and hollow cables 304, 306, 308,
310 extend from housing 316. The housing is disposed between cable
302 and these cables to facilitate a connection. Each cable 304,
306, 308, 310 couples a respective wiring set therein to housing
316 and terminates at a respective connection plug 305, 307, 309,
311. The housing transfers signals between the wiring sets and the
appropriate wiring in cable 302, where one or more of the wires of
cable 302 may convey signals common to the gaming systems to reduce
the quantity of wires employed by the cable.
[0090] Connection plugs 305, 307, 309, 311 are complimentary with
and configured for connection to corresponding connection plugs
227, 231, 241, 251 of cable system 220. In addition, the wiring
sets disposed within the connection plugs of extension cable device
300 include the same or substantially similar wiring as the wiring
sets disposed within the corresponding connection plugs of cable
system 220. The connection plugs of the cable system and extension
device connect with each other in a male-female mating
relationship, where a male component of each connection plug of
cable system 220 is inserted into a female component of a
corresponding connection plug of extension cable device 300. This
achieves an electrical contact between metal elements (e.g., pins
and corresponding receiving receptacles and/or other metal
complimentary contacting structures) of the plugs that further
facilitates an electrical connection between the corresponding
pairs of wiring sets extending within the cable system and the
extension cable device. However, any other suitable connection
between the connection plugs can be provided to facilitate
electrical contact between corresponding pairs of wiring sets.
[0091] A number of flexible and hollow cables 320, 322, 324, 326
extend from housing 328. The housing is disposed between cable 302
and these cables to facilitate a connection. Each cable 320, 322,
324, 326 couples a respective wiring set therein to housing 328 and
terminates at a respective connection plug 321, 323, 325, 327. The
housing transfers signals between the wiring sets and the
appropriate wiring in cable 302, where one or more of the wires of
cable 302 may convey signals common to the gaming systems to reduce
the quantity of wires employed by cable 302 as described above.
Connection plugs 321, 323, 325, 327 are identical in configuration
and design as corresponding connection plugs 227, 231, 241, 251 of
cable system 220. Thus, each connection plug 321, 323, 325, 327 of
the extension cable device includes a male component with
associated metal pins and/or other metal contacting structure that
is configured for insertion into a corresponding female component
of a respective controller port to establish an electrical contact
between the wiring set associated with the connection plug and
corresponding wiring of the video gaming system to which the
connection plug is connected.
[0092] The sets of wiring that are directed to each connection plug
321, 323, 325, 327 of the extension cable device are further the
same or substantially similar as the wiring sets of a corresponding
connection plugs of cable system 220. Thus, the mapping of wiring
sets through cable system 220 to the various connection plugs is
maintained by extension cable device 300 so as to facilitate an
extension of the various wiring sets a suitable distance for
providing communication between controller 120 and video gaming
system 400. In addition, it is noted that extension cable device
300 can also be utilized with any video gaming system and
corresponding game controller that include connecting components
corresponding with any of the connection plug sets provided on the
extension cable device. This enables the extension cable device to
serve as a universal extension cable for a variety of different
connection plug/port designs that exist for different video gaming
systems and game controllers.
[0093] An exemplary control circuit for interface device 15
enabling selective assignment of functions to input devices is
illustrated in FIG. 9. Specifically, control circuit 275 includes
sensors 150, 160, 165, 175, 185, 195 and corresponding amplifiers
152, 162, 167, 177, 187, 197, exercise processor 154, a switching
device or matrix 258 and signal processor 164. A conventional power
supply (not shown) provides appropriate power signals to each of
the circuit components. The circuit may be powered by a battery
and/or any other suitable power source (e.g., the gaming system). A
power switch (not shown) may further be included to activate the
circuit components. Further, the circuit may include trim
potentiometers 153 to adjust the centering and range of the strain
gauge sensors. Switching device or matrix 258 assigns game
functions to the controller input devices, controller effector 610
and effector bar 110 as described below.
[0094] Sensors 150, 160, 165, 175, 185, 195 are each connected to a
respective amplifier 152, 162, 167, 177, 187, 197. The electrical
resistance of the sensors vary in response to compression and
stretching of controller effector 610 and effector bar 110.
Amplifiers 152, 162, 167, 177, 187, 197 basically amplify the
sensor signals (e.g., in a range compatible with the type of
controller employed). The amplified voltage value is sent by each
amplifier to exercise processor 154 and switching device 258.
Exercise processor 154 may be implemented by any conventional or
other processor and typically includes circuitry and/or converts
the analog signals from the amplifiers to digital values for
processing. Basically, the amplified sensor value represents the
force applied by the user, where values toward the range maximum
indicate greater applied force. The amplified analog value is
digitized or quantized within a range in accordance with the
quantity of bits within the converted digital value (e.g., -127 to
+127 for eight bits signed, -32,767 to +32,767 for sixteen bits
signed, etc.) to indicate the magnitude and/or direction of the
applied force. Thus, amplified voltage values toward the range
maximum produce digital values toward the maximum values of the
quantization ranges.
[0095] The exercise processor receives resistance level and reset
controls from the user via input devices 256 as described above,
and controls amplifier gain parameters to adjust interface device
resistance in accordance with the user specified controls. In
particular, the exercise processor adjusts the gain control of the
amplifiers in order to facilitate a resistance level in accordance
with user input and/or the video game scenario. The gain control
parameter basically controls the amount of gain applied by the
amplifier to an amplifier input (or sensor measurement). Since
greater amplified values correspond to a greater force, increasing
the amplifier gain enables a user to exert less force to achieve a
particular amplified force value, thereby effectively lowering the
resistance of the interface device for the user. Conversely,
reducing the amplifier gain requires a user to exert greater force
to achieve the particular amplified force value, thereby increasing
the resistance of the interface device for the user. The exercise
processor further adjusts an amplifier Auto Null parameter to zero
or tare the strain gauge sensors.
[0096] The exercise processor is further connected to display 127
to facilitate display of certain exercise or other related
information. The exercise processor receives the amplified sensor
values and determines various information for display to a user
(e.g., the degree of force applied to a particular effector at any
given time, the amount of work performed by the user during a
particular session, resistance levels, time or elapsed time, force
applied to the various axes (e.g., X, Y, Z and/or rotational axes),
instantaneous force applied, total weight lifted, calories burned
(e.g., based on the amount of work performed and user weight),
resistance level setting, degree of controller effector and/or
effector bar movement and/or any other exercise or other related
information). In addition, the exercise processor resets various
parameters (e.g., resistance, time, work, etc.) in accordance with
reset controls received from input devices 256 (e.g., to provide a
new session for logging information).
[0097] Switching device 258 may be employed by control circuit 275
to enable a user to selectively configure controller 120,
controller effector 610 and effector bar 110 for game functions as
described below. Switching device 258 receives the signals from
amplifiers 152, 162, 167, 177, 187, 197 and is coupled to input
devices, switch control unit 257, joystick 121 and signal processor
164. By way of example only, effector bar 110 may serve as a right
controller joystick, while controller effector 610 may serve as a
left controller joystick, where the functions of the joysticks with
respect to a game may be selectively assigned by the user as
described below. However, the controller effector and effector bar
may serve as any joysticks or other input device.
[0098] The switching device receives information from amplifiers
152, 162, 167, 177, 187, 197 and is coupled to the inputs of signal
processor 164. The inputs of signal processor 164 are
conventionally coupled in a fixed manner to specific controller
signal sources (e.g., measuring manipulation of corresponding
controller input devices). Thus, the signal processor or game
processor knows the controller input device associated with each
input and maps game functions to those inputs (or controller input
devices) in accordance with the assignments within the game
software. The switching device basically enables information for
the controller input devices, controller effector 610 and effector
bar 110 to be selectively placed on signal processor inputs
corresponding to the desired game functions. For example, gaming
software may assign a car accelerator function to a controller left
joystick and maps that function to a particular signal processor
input expecting information from the left joystick. However, the
switching device may couple the controller effector to that signal
processor input, where the game processor processes the controller
effector information for the accelerator function, thereby enabling
the controller effector to perform that function. Thus, the various
input devices (e.g., controller input devices, controller effector,
effector bar, etc.) may be selectively assigned to game functions
absent knowledge by the gaming software.
[0099] The switching device receives information from the exercise
processor and joystick signal sources 125 and is coupled to the
inputs of signal processor 164. The switching device may be
implemented in hardware and/or software by any conventional or
other devices capable of switching signals (e.g., switches,
multiplexers, processors, cross-bar switches, switching matrix,
gate arrays, logic, relays, etc.). The particular switching device
embodiment utilized may depend upon the number of input devices and
level of function assignment or blending desired. For example, in
order to exchange functions between joysticks each with motion
along an axis (e.g., to swap left-right joystick motion
corresponding to a steering function or forward and backward
joystick motion corresponding to an accelerator function), two
double pole double throw switches may be utilized. The switches
basically couple signal sources 125 of the joysticks (e.g.,
potentiometers measuring motion along the axis) to the signal
processor inputs corresponding to the desired functions. Thus, the
functions of each joystick may be performed by the other (e.g.,
swapped) or one joystick may perform both functions (e.g., steering
and accelerator) in accordance with the connections. Applications
of higher complexity with respect to blending functions may require
additional selector switches and various combinations of selector
switch settings.
[0100] The switching device may be implemented by devices that can
switch signals in the analog or digital domain. For example, the
switching device may be implemented by a processor or router that
receives signals from the exercise processor and directs the
signals to the signal processor inputs corresponding to the desired
functions. These tasks may be accomplished in software. The
switching device switches signals in accordance with controls from
switch control unit 257. The switch control unit may include one or
more controls disposed on controller 120, where the controls are
manipulable by a user to configure the switching device directly.
Alternatively, the switch control unit may include a control
processor to control the switching device in accordance with the
controls to achieve the desired function assignment. The controls
may be implemented by any conventional or other input devices
(e.g., buttons, keys, slides, etc.) to provide control signals to
the switching device or control processor.
[0101] The switching device or switch control unit may
alternatively provide a user interface to enable the user to enter
information to configure the controller in the desired manner. The
interface may be in the form of screens on a controller display or
controller lights or other indicators. Further, the interface may
be shown on display 416 and implemented by game processor 414. The
switch control unit receives the configuration information entered
by a user and controls switching device 258 to provide the
appropriate signals to signal processor 164 to attain the desired
configuration or function assignment.
[0102] The signals from the switching device outputs and controller
input devices (e.g., buttons 123, etc.) are transmitted to a
respective predetermined memory location within signal processor
164. The signal processor may be implemented by any conventional or
other processor and typically includes circuitry and/or converts
analog signals to digital values for processing. The signal
processor samples the memory locations at predetermined time
intervals (e.g., preferably on the order of ten milliseconds or
less) to continuously process and send information to the game
processor to update and/or respond to an executing gaming
application.
[0103] Basically, the signal processor processes and arranges the
sampled information into suitable data packets for transmission to
game processor 414 of gaming system 400. The signal processor may
process raw digital values in any fashion to account for various
calibrations or to properly adjust the values within quantization
ranges. The data packets are in a format resembling data input from
a standard peripheral device (e.g., game controller, etc.). For
example, the processor may construct a data packet that includes
the status of all controller input devices (e.g., joystick 121,
buttons 123, etc.) and the values of each sensor. By way of example
only, the data packet may include header information, X-axis
information indicating a corresponding sensor force and joystick
measurement along this axis, Y-axis information indicating a
corresponding sensor force and joystick measurement along this
axis, rudder or steering information, throttle or rate information
and additional information relating to the status of input devices
(e.g., buttons, etc.). Additional packet locations may be
associated with data received from controller or other input and/or
exercise devices coupled to the signal processor, where the input
devices may represent additional operational criteria for the
scenario (e.g., the firing of a weapon in the scenario when the
user presses an input button, throttle, etc.). The game processor
processes the information or data packets in substantially the same
manner as that for information received from a conventional
peripheral (e.g., game controller, etc.) to update and/or respond
to an executing gaming application (e.g., game, etc.) displayed on
display 416 of the gaming system.
[0104] Control circuit 275 (FIG. 9) of the interface device
controller is configured for effective communication and
operability as a game controller with each of the video gaming
systems associated with the wiring sets and cable connectors of the
cable system. In particular, when cable system 220 (optionally
including extension cable device 300) is connected with a video
gaming system in the manner described above, controller signal
processor 164 identifies the specific video gaming system with
which control unit 120 is connected upon receiving one or more
initial electrical signals (e.g., one or more "wake-up" signals)
from the video gaming system. When the specific video gaming system
is identified, the controller signal processor processes and
arranges signals into suitable data packets for transmission to and
recognition by the video gaming system during a gaming application
as described above.
[0105] Operation of interface device 15 with respect to a gaming
application is described with reference to FIGS. 8-9. Initially, a
user couples the interface device to video gaming system 400
utilizing the appropriate connection plug or plugs of cable system
220 and/or extension cable device 300 (e.g., the particular
connection plug or plugs compatible with the gaming system). Based
upon the video gaming system utilized and/or the particular gaming
application that is to be executed, the user may selectively assign
game functions to the joystick, the controller effector, the
effector bar and/or other input devices as described above. The
user may adjust the interface device (e.g., controller height,
engagement member, etc.) to accommodate the user physical
characteristics. The interface device is placed on an appropriate
surface (e.g., floor, etc.), where the user is typically standing
on base platform 301 with user legs straddling engagement member
370 and user hands gripping controller handle 122.
[0106] During an initial set-up sequence (e.g., when the video
gaming system is powered on), signal processor 164 (FIG. 9) of
controller 120 receives one or more initial signals from video
gaming system 400. The signal processor identifies the specific
video gaming system based on those initial signals and arranges
data in suitable data packets for recognition by the identified
system. A game is selected and executed on the gaming system, and
the user engages in an exercise to interact with the game. The user
operates the interface device with the user legs supported by base
platform 301 and straddling engagement member 370 and the user
hands placed on controller handle 122. The user grips the
controller handle and applies a force to the controller and/or
engagement member to exert a strain on the controller effector
and/or effector bar, respectively, to produce a corresponding game
movement (e.g., of a character or an object in the scenario
displayed by the game processor). For example, a user leaning
forward and manipulating the engagement member causes the character
to move forward. Further, the user may exert a lateral force on the
engagement member to elicit sideways motion in the game, exert a
vertical force on the engagement member to cause the character to
crouch or stand, and exert a rotational force on the engagement
member to make the character pivot. The user may further apply
forces to the controller to control the viewpoint in the game.
Forces applied to the controller in the XY plane may control view
and/or direction, while vertical axis forces applied to the
controller may control the lifting and carrying of objects in the
game. Twisting forces applied to the controller may be used for
other tasks. The rate of motion within the game is derived from the
amount of force applied by the user (e.g., a greater rate of motion
is produced from a greater amount of applied force). In addition,
the user may manipulate joystick 121 and/or other controller input
devices for additional actions depending upon the particular game
and user function assignments.
[0107] The signals from strain gauge sensors 150, 160, 165, 175,
185, 195 and controller input devices (e.g., joystick, buttons,
etc.) are transmitted to the controller signal processor to
generate data packets for transference to video gaming system 400.
The gaming system processes the information or data packets in
substantially the same manner as that for information received from
a conventional peripheral (e.g., game controller, etc.) to update
and/or respond to an executing gaming application. Thus, the force
applied by the user to the controller effector and effector bar
results in a corresponding coordinate movement or action in the
scenario displayed on the video gaming display in accordance with
the function assigned to those items by the user. In other words,
user exercise serves to indicate desired user actions or movements
to the gaming system to update movement or actions of characters or
objects within the game in accordance with the function assigned to
the controller effector and effector bar. For example, when the
user assigns the controller effector accelerator functions and the
effector bar steering functions, application of a forward force to
the controller may serve as the accelerator, while twisting forces
applied to the engagement member may serve as the steering
function.
[0108] As noted above, a single signal processor is implemented in
control circuit 275 of interface device 15, where the signal
processor is capable of communicating with a number of different
video gaming systems in the manner described above. However, the
present invention is not limited to the use of a single processor.
Rather, interface device 15 may include multiple processors (e.g.,
two or more), where each processor is configured to enable
communication of signals between the interface device and at least
one corresponding video gaming system as disclosed in the
aforementioned patent application and patent application
publications.
[0109] In addition, the electrical connection and/or communication
between the one or more processors of interface devices 10, 15 and
the sensors and/or simulation or gaming system are not limited to a
cable or wiring system and/or extension cable device as described
above. Rather, any suitable wired and/or wireless communication
links can be provided that facilitate the communications (e.g.,
between one or more processors of the interface devices and the
gaming or simulation system, between the sensors and control
circuits, etc.).
[0110] It will be appreciated that the embodiments described above
and illustrated in the drawings represent only a few of the many
ways of implementing a method and apparatus for operatively
controlling a virtual reality scenario with an isometric exercise
system.
[0111] Interface device 10 and the corresponding components (e.g.,
effector bar, base, support platform, engagement member, collar,
contact members, stop bar, stops, supports, etc.) may be of any
quantity, size or shape, may be arranged in any fashion and may be
constructed of any suitable materials. The base may be of any size
or shape. The recesses may be of any quantity, size or shape and
may be defined in the base at any suitable locations. The base may
be constructed of any suitable materials and may be secured to the
platform via any conventional or other securing mechanism (e.g.,
bolt, screw, pin, clamp, etc.). The receptacle may be of any
quantity, shape or size and may be disposed at any suitable
location on the base to receive the effector bar. The locking
mechanism may include any type of locking device (e.g., friction
device, clamp, peg and hole arrangement, etc.) to releasably
maintain an interface device component in a desired position or
orientation to accommodate a user.
[0112] The support members may be of any quantity, shape, size or
suitable materials and may be disposed on the base at any suitable
locations in any desired arrangements. The contact members may be
of any quantity, shape or size, may be constructed of any suitable
materials and may be arranged in any fashion (e.g., `T`, `X` or `Y`
configuration, cross or plus configuration, star configuration, any
angular offset, etc.). The contact members may include any desired
foam or padding for user comfort. The ring may be of any quantity,
shape or size, may be constructed of any suitable materials and may
be implemented by any suitable device with an opening of any shape
or size sufficient to receive the effector bar. The ring may be
secured to the effector bar via any conventional or other securing
mechanisms (e.g., clamp, O-ring, etc.). The engagement member and
platform may accommodate any desired user body portions (e.g.,
legs, arms, torso, etc.), where the user may utilize the device in
any suitable position (e.g., sitting down, standing, lying down,
etc.).
[0113] The stop bar may be of any quantity, shape or size and may
be secured to the effector bar or other interface device components
in any fashion to oppose rotational or other motion of the effector
bar. The stops may be of any quantity, shape or size, may be
constructed of any suitable materials and may be disposed at any
suitable locations to restrict the stop bar. The stops may be
disposed at any suitable distance from the stop bar to provide any
desired range of motion (e.g., ranging from no stop bar motion or
stationary to any degree of motion). The supports and collar may be
of any quantity, shape or size, may be constructed of any suitable
materials and may be disposed at any suitable locations. The
supports may be omitted, or arranged in any fashion and utilized to
elevate the base to any suitable distance above the support
platform. The support platform may be of any quantity, size or
shape and may be constructed of any suitable materials. The base
may be disposed at any suitable location on the platform.
[0114] Interface device 15 and the corresponding components (e.g.,
controller effector, frame, base platform, controller, etc.) may be
of any quantity, size or shape, may be arranged in any fashion and
may be constructed of any suitable materials. The base platform may
be of any size or shape and constructed of any suitable materials.
The base of interface device 10 may be secured to the platform at
any suitable location via any conventional or other securing
mechanism (e.g., bolt, screw, pin, clamp, etc.). The frame and
mounting member may be of any quantity, shape or size, may be
constructed of any suitable materials and may be disposed at any
suitable location on the base platform. The receptacle may be of
any quantity, shape or size to receive the controller effector. The
locking mechanism may include any type of locking device (e.g.,
friction device, clamp, peg and hole arrangement, etc.) to
releasably maintain an interface device component in a desired
position or orientation to accommodate a user. The controller
assembly and interface device 10 may be disposed at any locations
on the base platform enabling simultaneous use by a user.
[0115] The effector bar, controller effector and stop bar of the
interface devices may be constructed of any suitable materials that
preferably are subject to measurable deflection within an elastic
limit of the materials when subjected to one or more straining or
other forces by the user. The effector bar, controller effector and
stop bar may have any suitable geometric configurations, where two
or more effectors (e.g., controller effector and/or effector bar)
may be combined in any suitable manner to yield a device that
conforms to a desired design for a user for a particular
application. The effector bar and controller effector may be
positioned at any desired orientation or angle (e.g., the
receptacle may be angled, the effector bar and/or controller
effector may be disposed within the receptacle at an angle, the
effector bar and/or controller effector may be adjustable to any
desired angle by a user, etc.). The interface devices may further
include various exercise mechanisms to control the simulation or
video game and provide further exercise for a user (e.g., cycling,
stair mechanism, etc.).
[0116] Any suitable number of any types of sensors (e.g., strain
gauges, etc.) may be applied to the controller effector, effector
bar, stop bar and/or gauge mounting structure to facilitate the
measurement of any one or more types of strain or other forces
applied by the user (e.g., bending forces, twisting forces,
compression forces and/or tension forces). The interface devices
may be utilized on any suitable surface (e.g., floor, platform,
ground, etc.) and may be adjustable in any fashion (e.g., any
dimension, controller and/or engagement member height, etc.) via
any types of arrangements of components (e.g., telescoping
arrangement, overlapping arrangement, extender components, etc.) to
accommodate user physical characteristics.
[0117] The sensors may be constructed of any suitable materials,
may be disposed at any locations on the effector bar, controller
effector, stop bar and/or gauge mounting structure and may be of
any suitable type (e.g., strain gauge, etc.). Further, the sensors
may include any electrical, mechanical or chemical properties that
vary in a measurable manner in response to applied force to measure
force applied to an object. The sensors may include any desired
arrangement. The interface devices may include any suitable number
of controller effectors, effector bars and gauge mounting
structures secured within corresponding controller effectors and
effector bars. The gauge mounting structures may be constructed of
any suitable materials that preferably permit their deformation
within an elastic limit as a result of bending, twisting,
compression and/or torque forces applied to the corresponding
controller effectors and effector bars. Preferably, the gauge
mounting structures are constructed of materials that are more
compliant and have greater flexibility than the controller
effectors and effector bars to which they are secured when each are
subjected to the same amount and/or type of forces. The gauge
mounting structures may have any suitable geometric configurations
that preferably facilitate securing of one or more gauge mounting
structures within a corresponding controller effector and/or
effector bar.
[0118] The gauge mounting structures may be hollow or solid. For
example, in an embodiment where a gauge mounting structure is
hollow, the strain gauge sensors may be secured at suitable
locations to outer surface portions on the gauge mounting structure
with associated wiring extending within the annular gap between the
gauge mounting structure and the corresponding controller effector
or effector bar. Alternatively, the gauge mounting structures may
be solid structures, where both the strain gauges and wiring are
secured and/or extend from outer surface portions of the gauge
mounting structures.
[0119] Strain transfer materials may be provided of any suitable
types, sizes and configurations to facilitate transfer of applied
forces from the controller effector and/or effector bar to one or
more gauge mounting structures disposed therein. The strain
transfer materials can be formed of any suitable materials that
effect a transfer of at least a portion of the applied forces from
the controller effector and/or effector bar to the gauge mounting
structure. The strain transfer materials may be disposed at any one
or more suitable locations within the corresponding controller
effector and/or effector bar to provide a connection at selected
surface locations between those items and the gauge mounting
structures. Alternatively, gauge mounting structures may be
designed to include one or more suitably sized and configured outer
peripheral sections that frictionally engage with interior
peripheral surface portions of the corresponding controller
effector and/or effector bar so as to facilitate one or more strain
transfer contacting surfaces between the gauge mounting structures
and the corresponding effectors.
[0120] The controller for interface device 15 may be of any shape
or size, may be constructed of any suitable materials, and may be
of the type of any commercially available or other game controller
(e.g., those for use with PS2, XBOX, GAMECUBE, etc.). The
controller may include any quantity of any types of input devices
(e.g., buttons, slides, joysticks, track type balls, etc.) disposed
at any locations and arranged in any fashion. The controller may
include any quantity of any types of signal source devices to
generate signals in accordance with input device manipulation
(e.g., variable resistors or potentiometers, switches, contacts,
relays, sensors, strain gauges, etc.). The signal sources may
correspond with any quantity of axes for an input device. Any
controller input devices may be implemented as force sensing or
isometric devices, while the controller input devices may be
assigned to any suitable game or simulation functions. The
controller may include any quantity or combination of force sensing
input devices and motion input devices. The controller handle may
be of any quantity, shape or size and may be disposed at any
location to receive force applied by a user. Alternatively, the
user may apply force directly to the controller effector and/or
effector bar. The controller may alternatively be in the shape of
any object in accordance with a particular simulation (e.g., a
weapon, medical or other instrument, etc.).
[0121] The controller effector, effector bar and/or other input
devices may be assigned the gaming or simulation functions of any
desired input devices. The switching device may be implemented by
any quantity of any conventional or other devices capable of
switching signals (e.g., switches, multiplexers, cross-bar switch,
analog switches, digital switches, routers, logic, gate arrays,
logic arrays, processor, etc.). The switch controls may include a
control processor to control the switching device in accordance
with the controls to achieve the desired function assignment. The
switch controls may be implemented by any conventional or other
control or input devices (e.g., processor, slides, switches,
buttons, etc.) to provide control signals to the switching device
or control processor. The switching device or switch controls may
alternatively provide a user interface to enable the user to enter
information to configure the controller in the desired manner. The
interface may be in the form of screens on a controller display or
controller lights or other indicators. Further, the interface may
be shown on the gaming or simulation system display and implemented
by the simulation or game processor of the simulation system. The
control processor may be implemented by any conventional or other
processor or circuitry (e.g., microprocessor, controller, etc.).
The switching device may direct signals from any quantity of inputs
to any quantity of outputs in accordance with user-specified or
other controls and may map any input devices and/or exercise
mechanisms to any suitable simulation or game functions. The
switching device may be disposed internal or external of the
controller or control unit.
[0122] The simulation system may be implemented by any quantity of
any personal or other type of computer or processing system (e.g.,
IBM-compatible, Apple, Macintosh, laptop, palm pilot,
microprocessor, gaming consoles such as the XBOX system from
Microsoft Corporation, the PLAY STATION 2 system from Sony
Corporation, the GAMECUBE system from Nintendo of America, Inc.,
etc.). The simulation system may be a dedicated processor or a
general purpose computer system (e.g., personal computer, etc.)
with any commercially available operating system (e.g., Windows,
OS/2, Unix, Linux, etc.) and/or commercially available and/or
custom software (e.g., communications software, application
software, etc.) and any types of input devices (e.g., keyboard,
mouse, microphone, etc.). The simulation or gaming system may
execute software from a recordable medium (e.g., hard disk, memory
device, CD, DVD or other disks, etc.) or from a network or other
connection (e.g., from the Internet or other network).
[0123] The controller or control unit may arrange data representing
force measurements by sensors and other information into any
suitable data packet format that is recognizable by the gaming
system or host computer system receiving data packets from the
controller or control unit. The data packets may be of any desired
length, include any desired information and be arranged in any
desired format. Any suitable number of any type of conventional or
other displays may be connected to the controller, control unit and
simulation or gaming system to provide any type of information
relating to a particular session. A display may be located at any
suitable location on or remote from the control unit, controller
and simulation or gaming system.
[0124] Each of the interface devices may be adjustable in any
fashion (e.g., any dimension, controller and/or engagement member
height, controller and/or engagement member orientation or distance
to the user, etc.) via any types of arrangements of components
(e.g., telescoping arrangement, overlapping arrangement, extender
components, etc.) to accommodate user physical characteristics.
[0125] The processors (e.g., control, exercise, signal, game or
simulation, switching device, etc.) may be implemented by any
quantity of any type of microprocessor, processing system or other
circuitry, while the control circuits may be disposed at any
suitable locations on the interface devices, within the controller
or control unit, or alternatively, remote from the interface
devices. The control circuits and/or signal processor may be
connected to one or more game processors or host computer systems
via any suitable peripheral, communications media or other port of
those systems. The signal processors may further arrange digital
data (e.g., force or other measurements by sensors, controller
information, etc.) into any suitable data packet format that is
recognizable by the game processor or host computer system
receiving data packets from the signal processors. The data packets
may be of any desired length, include any desired information and
be arranged in any desired format. In addition, the signal
processor may arrange the packets for selective assignment of game
or simulation functions by placing data from selected input devices
in packet locations associated with desired functions for those
devices.
[0126] The signal processor may sample the information at any
desired sampling rate (e.g., seconds, milliseconds, microseconds,
etc.), or receive measurement values or other information in
response to interrupts. The analog values may be converted to a
digital value having any desired quantity of bits or resolution.
The processors (e.g., control, signal, exercise, etc.) may process
raw digital values in any desired fashion to produce information
for transference to the display, game processor or host computer
system. This information is typically dependent upon a particular
application. The correlation between the measured force or exercise
motion and provided value for that force or motion may be
determined in any desired fashion. By way of example, the amplified
measurement range may be divided into units corresponding to the
resolution of the digital value. For an eight bit unsigned digital
value (e.g., where the value indicates the magnitude of force),
each increment represents 1/256 of the voltage range. With respect
to a five volt range, each increment is 5/256 of a volt, which is
approximately 0.02 volts. Thus, for an amplified force measurement
of three volts, the digital value may correspond to approximately
150 (e.g., 3.0/0.2).
[0127] Any suitable number of any types of conventional or other
circuitry may be utilized to implement the control circuits,
amplifiers, sensors, trim potentiometers, switching device and
processors (e.g., exercise, control, signal, etc.). The amplifiers
may produce an amplified value in any desired voltage range, while
the A/D conversion may produce a digitized value having any desired
resolution or quantity of bits (e.g., signed or unsigned). The
control circuits may include any quantity of the above or other
components arranged in any fashion. The resistance change of the
sensors may be determined in any manner via any suitable
conventional or other circuitry. The amplifiers and processors
(e.g., exercise, signal, etc.) may be separate within a circuit or
integrated as a single unit. Any suitable number of any type of
conventional or other displays may be connected to the processors
(e.g., exercise, signal, control, simulation or game, etc.), where
the processors may provide any type of information relating to a
particular session (e.g., results from isometric exercises
including force and work, results from motion exercise including
speed and distance traveled, calories burned, weight lifted,
etc.).
[0128] The control unit may be of any quantity, shape or size. The
control panel may include any quantity of any types of input
devices (e.g., buttons, keypad, etc.) disposed at any suitable
locations. The displays may be of any quantity and disposed at any
suitable locations on the control panel. The displays may be
implemented by any conventional or other displays (e.g., LCD, LED,
monitor, etc.) and may display any desired information, while the
input devices may be utilized to enter or modify any desired
information or parameters (e.g., gain, etc.). The control unit may
communicate with the interface device and simulation system in any
desired fashion (e.g., wired, wireless, etc.), and transfer any
suitable information in any desired format or protocol.
[0129] The control circuits and/or signal processors of the
controller and/or control unit may be connected to one or more game
or simulation processors of video gaming or host computer systems
via any suitable peripheral, communications media or other port of
those systems. Any suitable number and types of wired and/or
wireless devices may be provided to facilitate communications
between the interface devices and control unit and between the
interface devices (or control unit) and video gaming or simulation
systems. For example, any suitable number of cables can be provided
and configured for connection with each other, with each cable
including one or more suitable wiring sets with one or more wires,
to facilitate connection with two or more video gaming systems. The
cable junctions of the cable system and extension cable device may
transfer signals between the wires within the cable and wiring sets
in any fashion (e.g., direct connection of wires, connection to a
terminal, etc.). The wiring of the cable may be connected to any
quantity of wiring sets, where the cable wiring may utilize one or
more wires to transfer gaming signals common to any quantity of
wiring set wires to reduce the quantity of wires employed in the
cable. Alternatively, the cable may include a dedicated wire for
each wiring set wire. Any suitable number and types of housings or
other structures may be connected with one or more cables to
facilitate transfer of signals between wiring extending within a
cable and wiring sets for transfer into separate cables. Any
suitable number and types of connectors (e.g., male and/or female
connection plugs) may be provided to facilitate connection and a
communication link between a game controller and one or more
different video gaming systems. The cable system and extension
cable device may include cables of any suitable lengths. The
wake-up signal may include any signal or desired information to
identify a gaming system (e.g., voltage or current level, gaming
system identifier, etc.).
[0130] Any suitable number and types of wireless communication
links (e.g., transmitters, receivers and/or transceivers) that send
and/or receive any suitable types of signals (e.g., RF and/or IR)
can be provided for connection with the controller or control unit
and/or one or more video gaming or simulation systems and with the
interface device and control unit. One or more signal processors
may be connected with one or more wireless communication links to
facilitate communications between a controller or control unit and
one or more video gaming or simulation systems. In addition, one or
more signal processors may be provided within a communication
device (e.g., a transceiver), connection plugs and/or other
connecting structure that connects with one or more video gaming or
simulation systems, where the signal processors are configured to
identify video gaming or simulation systems to which they are
connected and convert data transmissions for recognition by a
controller and/or a video gaming or simulation system that are
linked to each other.
[0131] Further, a universal adaptor may be provided that is generic
and configured to connect with any selected types of controllers
and video gaming or simulation systems, where the universal adaptor
includes one or more suitable signal processors to identify a
specific video gaming or simulation system and to effectively
convert data transmissions for recognition by each of the
controller and the specific video gaming or simulation system that
is connected to the controller via the universal adaptor. The
universal adaptor may include one or more cables to sheath one or
more sets of wiring and/or one or more suitable wireless
communication devices (e.g., transmitters, receivers and/or
transceivers, etc.) to facilitate wireless communications.
[0132] Any suitable number of additional input devices may be
provided for the interface devices to enhance video game or
simulation scenarios. The input devices may be provided on any
suitable number of control panels that are accessible by the user
during system operation and have any suitable configuration (e.g.,
buttons, switches, keypads, etc.). The exercise mechanisms (e.g.,
foot pedals, stairs, ski type exercisers, treadmills, etc.) may
provide any isokinetic and/or isotonic exercise features in
addition to or instead of the isometric exercise features provided
by the controller effector and effector bar. The exercise
mechanisms may be assigned to any desired game or simulation
functions in the manner described above and may further be
resistance controlled by the exercise processor, where control
signals may be transmitted to a resistance or braking device or the
amount of effort required by the user may be modified.
[0133] The resistance level for the controller effector, effector
bar and/or exercise mechanisms may be controlled by adjusting
amplifier or other parameters. Alternatively, the resistance level
may be controlled based on thresholds entered by a user. For
example, the processors (e.g., exercise and/or signal processors)
may be configured to require a threshold resistance level be
achieved, which is proportionate to the amount of straining force
applied by the user to one or more effectors or to an amount of
motion or force applied to an exercise mechanism (e.g., rate of
stair climbing or pedaling, etc.) before assigning appropriate data
values to the data packets to be sent to the game processor or host
computer. Threshold values for the change in resistance may be
input to the processor by the user via an appropriate input device
(e.g., a keypad).
[0134] It is to be understood that the software of the interface
devices and/or processors (e.g., control, exercise, game or
simulation, signal, switching devices, etc.) may be implemented in
any desired computer language, and could be developed by one of
ordinary skill in the computer and/or programming arts based on the
functional description contained herein. Further, any references
herein of software performing various functions generally refer to
computer systems or processors performing those functions under
software control. The processors (e.g., control, exercise, signal,
switching device, etc.) may alternatively be implemented by
hardware or other processing circuitry, or may be implemented on
the game processor or host system as software and/or hardware
modules receiving the sensor and/or input device information or
signals. The various functions of the processors (e.g., control,
exercise, signal, game or simulation, switching devices, etc.) may
be distributed in any manner among any quantity (e.g., one or more)
of hardware and/or software modules or units, processors, computer
or processing systems or circuitry, where the processors, computer
or processing systems or circuitry may be disposed locally or
remotely of each other and communicate via any suitable
communications medium (e.g., LAN, WAN, Intranet, Internet,
hardwire, modem connection, wireless, etc.). The software and/or
algorithms described above may be modified in any manner that
accomplishes the functions described herein.
[0135] The terms "upward", "downward", "top", "bottom", "side",
"front", "rear", "upper", "lower", "vertical", "horizontal",
"height", "width", "length", "forward", "backward", "left", "right"
and the like are used herein merely to describe points of reference
and do not limit the present invention to any specific orientation
or configuration.
[0136] The present invention interface devices are not limited to
the gaming or simulation applications described above, but may be
utilized as a peripheral for any processing system, software or
application. The controller effector and effector bar may be
utilized either individually, in any combination (e.g., any
quantity of effector bars and controller effectors may be utilized
in an interface device) or in any combination with any other
exercise or input devices, and these effectors and/or exercise
devices may be assigned to control any desired simulation or game
functions (e.g., by use of the switching device, etc.). Further,
interface device 10 may include a controller enabling entry of any
desired information to directly interface a simulation or gaming
system. Moreover, interface device 10 and the controller assembly
may be each be mounted to any suitable surfaces (e.g., platform,
ground, floor, wall, etc.) for a simulation or game. In addition, a
plurality of interface devices 10, 15 may be utilized locally or
remotely for a simulation or game (e.g., via the interface devices
or corresponding simulation or game systems communicating locally
or remotely via a local or wide area network) to provide group
participation.
[0137] From the foregoing description, it will be appreciated that
the invention makes available a novel method and apparatus for
operatively controlling a virtual reality scenario with an
isometric exercise system, wherein an isometric exercise system
serves as a controller for simulations or video games to impart a
physical component to physical training simulations or video game
play.
[0138] Having described preferred embodiments of a new and improved
method and apparatus for operatively controlling a virtual reality
scenario with an isometric exercise system, it is believed that
other modifications, variations and changes will be suggested to
those skilled in the art in view of the teachings set forth herein.
It is therefore to be understood that all such variations,
modifications and changes are believed to fall within the scope of
the present invention as defined by the appended claims.
* * * * *