U.S. patent application number 13/781686 was filed with the patent office on 2014-08-28 for using a true representation of effort for fitness.
This patent application is currently assigned to MICROSOFT CORPORATION. The applicant listed for this patent is MICROSOFT CORPORATION. Invention is credited to Andrew C. Flavell, Sebastian Andreas Sheldon Grinke, Daniel Gilbert Kennett.
Application Number | 20140244008 13/781686 |
Document ID | / |
Family ID | 50343818 |
Filed Date | 2014-08-28 |
United States Patent
Application |
20140244008 |
Kind Code |
A1 |
Kennett; Daniel Gilbert ; et
al. |
August 28, 2014 |
USING A TRUE REPRESENTATION OF EFFORT FOR FITNESS
Abstract
The subject disclosure is directed towards determining and using
effort such as in a fitness/exercise/gaming environment in a way
that is substantially independent of a person's height, weight,
age, and gender (HWAG) properties. Effort data is recorded that
represents a person's effort exerted with respect to performing at
least one physical activity, in which effort data is substantially
independent of weight, and possibly other HWAG properties. In one
aspect, effort duration is used to allow different people to
compete against others and/or against established targets/goals
substantially equally, independent of a person's HWAG
properties.
Inventors: |
Kennett; Daniel Gilbert;
(Bellevue, WA) ; Grinke; Sebastian Andreas Sheldon;
(Kirkland, WA) ; Flavell; Andrew C.; (Medina,
WA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
MICROSOFT CORPORATION |
Redmond |
WA |
US |
|
|
Assignee: |
MICROSOFT CORPORATION
Redmond
WA
|
Family ID: |
50343818 |
Appl. No.: |
13/781686 |
Filed: |
February 28, 2013 |
Current U.S.
Class: |
700/91 |
Current CPC
Class: |
A63F 13/46 20140902;
A63F 13/798 20140902; A63F 2300/556 20130101; A63F 2300/8005
20130101; A63F 13/12 20130101; A63F 13/10 20130101; A63F 2300/1012
20130101 |
Class at
Publication: |
700/91 |
International
Class: |
A63B 24/00 20060101
A63B024/00 |
Claims
1. A method performed at least in part on at least one processor,
comprising, sensing a physical activity, recording effort data
representing effort used in performing the physical activity,
including computing the effort data based at least in part on
intensity and time duration of performing the physical activity,
and using the effort data in a comparison.
2. The method of claim 1 wherein computing the effort data based at
least in part on intensity and time duration of performing the
physical activity includes mathematically combining a metabolic
equivalent (MET) value corresponding to the intensity of the
physical activity with the time duration of performing the physical
activity.
3. The method of claim 1 wherein computing the effort data based at
least in part on intensity and time duration of performing the
physical activity includes mathematically combining a metabolic
equivalent (MET) value corresponding to the intensity of the
physical activity with the time duration of performing the physical
activity, and combining the result with at least one other result
that is based upon an intensity and time duration of performing at
least one other physical activity to obtain the effort data.
4. The method of claim 1 wherein using the effort data in the
comparison comprises providing a competition that includes effort
obtained from a plurality of users as a gauge of accomplishment for
each user.
5. The method of claim 1 wherein using the effort data in the
comparison comprises providing a game in which the effort data
corresponds to success in the game.
6. The method of claim 1 wherein using the effort data in the
comparison comprises outputting a representation of equivalent
effort for at least one different physical activity.
7. The method of claim 1 wherein using the effort data in the
comparison comprises evaluating medical-related progress.
8. The method of claim 1 wherein using the effort data in the
comparison comprises outputting a representation of a leaderboard
showing a plurality of users as ranked in a competition.
9. The method of claim 1 wherein using the effort data in the
comparison comprises outputting a representation of a real-time or
near real-time leaderboard showing a plurality of users as ranked
while participating in a competition.
10. The method of claim 1 wherein using the effort data in the
comparison comprises providing a reward based upon the effort
data.
11. In a computing environment, a system comprising, a competition
component coupled to a plurality of computing devices via one or
more network connections, the competition component configured to
receive data from each computing device corresponding to a
participating user in a competition, including effort duration data
that represents an amount of physical activity exerted by the
participating user over a time duration, in which the amount is
based at least in part upon intensity of the physical activity, and
the competition component configured to process the effort duration
data to determine which participating user has exerted the most
effort with respect to the competition.
12. The system of claim 11 wherein each computing device includes
an effort module useable by one or more applications to obtain a
representation of effort exerted by a user.
13. The system of claim 11 wherein the plurality of computing
devices comprise gaming consoles, mobile computing devices,
personal computers, or a combination thereof.
14. The system of claim 11 wherein the competition component is
implemented in a server-side computing environment, the server-side
computing environment further comprising a leader component
configured to show rankings for standing in an overall fitness
competition, rankings for standing in a current fitness
competition, or both, based at least in part upon the effort
data.
15. The system of claim 11 wherein the competition component is
implemented in a server-side computing environment, the server-side
computing environment further comprising an equivalent effort
component configured to show a representation of equivalent effort
for at least one different physical activity based at least in part
upon the effort data.
16. The system of claim 11 wherein the competition component is
implemented in a server-side computing environment, the server-side
computing environment further comprising an economy component
configured to manage compensation based at least in part upon the
effort data.
17. One or more computer-readable media having computer-executable
instructions, which when executed perform steps, comprising,
obtaining identity data of a user; recording effort duration data
corresponding to effort exerted for a time duration with respect to
at least one physical activity performed by the user, in which the
effort exerted for each activity includes a factor representative
of an intensity of that activity; and outputting the effort data
and the identity data to a remote entity for use in a comparison
against other effort duration data.
18. The one or more computer-readable media of claim 17 wherein
outputting the effort data and the identity data comprises
outputting information corresponding to a total effort when the at
least one physical activity is complete.
19. The one or more computer-readable media of claim 17 wherein
outputting the effort data and the identity data comprises
outputting information corresponding to an in progress effort
report when the at least one physical activity is continuing.
20. The one or more computer-readable media of claim 17 having
further computer-executable instructions comprising, using the
effort data to manage a competition that includes the user and at
least one participant, or to evaluate progress of the user against
at least one fitness-related goal.
Description
BACKGROUND
[0001] Gaming consoles and other computer/mobile device
applications are being used to provide fitness and exercise
challenges. Users can compete with one another and/or against
preset goals.
[0002] A standard way to measure the result of fitness and exercise
is by calories burned. This correlates well with calories consumed;
many food products provide calorie information to allow people to
quickly assess their intake, which they can balance against the
calories burned via physical activities.
[0003] However, calories are not particularly good measure in
competitive fitness and exercise challenges, in that the amount of
calories burned is a biased gauge of effort. In general, the more a
person weighs, the more calories that person will burn during a
physical activity. Thus, if a heavy person and a light person are
doing the same activity for the same duration in a competition,
using calories as the measure favors the heavier person, as he or
she will burn more calories. In addition to weight, (which is the
most influential factor in calories burned), height, age, and
gender are other factors that contribute to calories burned.
SUMMARY
[0004] This Summary is provided to introduce a selection of
representative concepts in a simplified form that are further
described below in the Detailed Description. This Summary is not
intended to identify key features or essential features of the
claimed subject matter, nor is it intended to be used in any way
that would limit the scope of the claimed subject matter.
[0005] Briefly, various aspects of the subject matter described
herein are directed towards a technology in which effort is gauged
to allow for more meaningful comparisons in exercise and/or fitness
evaluations such as used in competitions. In one aspect, there is
described sensing a physical activity, recording effort data
representing effort used in performing the physical activity,
including computing the effort data based at least in part on
intensity and time duration of performing the physical activity,
and using the effort data in a comparison.
[0006] In one aspect, a competition component is coupled to a
plurality of computing devices via one or more network connections.
The competition component is configured to receive data from each
computing device corresponding to a participating user in a
competition, including effort data that represents an amount of
physical activity exerted by the participating user over a time
duration, in which the amount is based at least in part upon
intensity of the physical activity. The competition component
processes the effort data to determine which participating user has
exerted the most effort with respect to the competition.
[0007] In one aspect, there is described obtaining identity data of
a user. Effort duration data corresponding to effort exerted for a
time duration with respect to at least one physical activity
performed by the user is recorded, in which the effort exerted for
each activity includes a factor representative of an intensity of
that activity. The effort data and the identity data are output to
a remote entity for use in a comparison against other effort
duration data.
[0008] Other advantages may become apparent from the following
detailed description when taken in conjunction with the
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The present invention is illustrated by way of example and
not limited in the accompanying figures in which like reference
numerals indicate similar elements and in which:
[0010] FIG. 1 is a block diagram showing various example components
that may be used to provide and use a representation of effort for
fitness, according to one example embodiment.
[0011] FIGS. 2A and 2B are example representations of how effort
may be used in a competition/comparison, according to example
embodiments.
[0012] FIG. 2C is an example representation of how effort may be
compared against effort of other activities, according to an
example embodiment.
[0013] FIG. 3 is a flow diagram showing example steps in using
effort measured with respect to fitness, according to one example
embodiment.
[0014] FIG. 4 is a block diagram representing an example computing
environment into which aspects of the subject matter described
herein may be incorporated.
DETAILED DESCRIPTION
[0015] Various aspects of the technology described herein are
generally directed towards gauging effort with respect to a
physical activity (e.g., in a fitness/exercise and/or gaming
environment), in a way that is substantially independent of height,
weight, age, and gender (HWAG). To this end, a concept of work is
used that reflects the true effort relative to a user (e.g., a game
player), such that no one has a significant advantage because of
that person's HWAG properties. The effort data is based at least in
part on the intensity of each activity along with the time duration
of performing that activity. Thus, as used herein, "effort data"
and/or "effort duration data" represent a person's effort exerted
with respect to performing at least one physical activity, in which
effort data is substantially independent of weight, and possibly
other HWAG properties.
[0016] In one aspect, effort duration is described as a measure of
effort/work. The effort duration measure may be used to allow
different people to compete against others and/or against
established targets/goals substantially equally, independent of a
person's HWAG properties. As will be understood, this allows for a
number of physical activity scenarios that are heretofore not
available (or if available generally unfair) with calorie-based
measures, including gaming competitions, medical/therapeutic
applications, equating the effort expended in different physical
activities with one another, and so forth.
[0017] It should be understood that any of the examples herein are
non-limiting. For instance, a gaming console for competition is
described as one technology that uses effort as a measure of
physical activity, however other devices and applications, such as
mobile devices, personal computers, and possibly dedicated devices
such as medical monitors may benefit from the technology described
herein. As such, the present invention is not limited to any
particular embodiments, aspects, concepts, structures,
functionalities or examples described herein. Rather, any of the
embodiments, aspects, concepts, structures, functionalities or
examples described herein are non-limiting, and the present
invention may be used various ways that provide benefits and
advantages in computing and gaming technology, and fitness and
physiology in general.
[0018] FIG. 1 shows a block diagram in which a computing device,
exemplified in FIG. 1 as a gaming console 102, includes an effort
module 104. In the example of FIG. 1, the effort module 104
includes an identity/validation authentication component 106,
although as can be readily appreciated, the console 102 may have
another (e.g., operating system-provided) identity component that
is leveraged by the effort module 104 to determine identity of a
user 108. One or more sensors 110, such as based upon Kinect.TM.
technology, may sense user actions, including physical activity,
and also may be used in identifying the user, e.g., via facial
recognition.
[0019] With respect to sensing effort, a Kinect.TM.-based sensor
can track skeletal movements that correspond to physical activity,
and can be mapped to a MET value (where MET is metabolic
equivalent, comprising published values for various activities),
for example. Other sensors may be built into or coupled to the
exercise equipment itself, e.g., a treadmill can provide its
incline and speed as data (or have such data sensed), a stationary
bicycle can provide its pedaling speed and resistance as data, and
so forth.
[0020] The effort module 104 includes effort processing logic 112,
which as described herein, allows various programs (e.g.,
applications 114) to collect a consistent measure of the user's
effort with respect to performing an activity (or set of
activities). It is feasible for each application to implement its
own effort processing logic, however having an effort module 104
that is shared by applications provides for consistency, which is
useful in competitions and challenges. For example, a "rowing"
fitness application may use the effort module 104 to compute how
much effort a user has exerted in the same way that a
"calisthenics" application does. Thus, overall effort may be
consistently combined for a user over different activities, and/or
effort may be compared across different activities. Further, the
application may be a game in which the recorded representation of
the effort corresponds to success in the game, e.g., the more
effort the user expends, the more virtual places a user gets to
visit in the game. As another example, effort of the player (e.g.,
average, or for a recent session) also may be used in a game
(title) to determine a game character's power level or statistics.
For example, in a boxing game, the power level of a player's boxer
may be based off the weekly effort total of the player.
[0021] Also represented in FIG. 1 is a set of remote (server-side)
modules 116-120 that may use the effort information collected by
the effort module 104 and/or applications 114 to provide for group
competitions and challenges. Although FIG. 1 shows a single console
102 coupled to the server-side modules 116-120, it is understood
that a relatively large number of such consoles and a large
community of players may be participating in effort-based
scenarios, including those described herein.
[0022] For example, the server-side may include a multiplayer
competition component 116 that allows users to compete with one
another, including as direct competitors or with a "crowd" of other
users. Competitions may be arranged and/or managed for fairness or
the like, e.g., users may be matched with one another based upon
age, interests, available time and so forth, so that, for example,
a full-time mom can compete with other full-time moms instead of
users who have far more time to dedicate to a competition.
[0023] A server leaders/ranking component 117 may be provided,
whereby users can see a leaderboard of where they stand relative to
other users with respect to their effort. Individual activities and
overall total activity may be ranked, and leaderboards may be real
time totaled overall, and/or over some time periods such as daily,
weekly, monthly and so on. As described below, via periodic or
other (e.g., on-demand and/or achievement-based) uploads, a user
may be able to see his or her ranking or rankings relative to
others in real-time or near real-time.
[0024] Another component represented in FIG. 1 is a component 118
that expresses the effort in terms of equivalent other activities,
that is, outputs a representation of equivalent effort for at least
one different physical activity. For example, someone who exerts E
amount of effort (measured in effort duration, e.g., E=300 minutes)
running on a treadmill can see that this amount of effort
corresponds to F (some actual number of) minutes of walking with
crutches, G minutes of rock climbing, H minutes of an uphill hike
with a forty pound load, I minutes of vigorous canoeing, J meters
of moderate cross country skiing, K meters of swimming, and so
on.
[0025] A server-side "economy" component 119 may provide for
incentives and/or rewards based upon achievements and/or
competition results. Where legal, the economy component 119 may
facilitate ways for competitors I participants to wager between
themselves. Compensation also may be in game or in competition,
e.g., rewards, points "goods" or the like that are desirable to
have during the game or competition, or for future ones. Note that
to prevent fraud where rewards and/or other compensation are
provided, verification of identity and other mechanisms may be used
to ensure that the correct person is actually participating, and
that the person is actually putting forth the effort (and not just
electromechanically simulating the activity, for example).
[0026] As can be readily appreciated, one or more other server-side
components (represented by block 120) may be provided to facilitate
individual and/or group usage of the effort-based data.
[0027] Turning to the use of effort duration as a measure of
effort, as is known, a common calorie formula is:
calories=MET*(BMR/1440)*duration
where MET is metabolic equivalent, comprising published values,
published by various sources, that provide a reasonable estimate of
the ratio of a physical activity relative to an at rest "activity"
for various activities; (thus, for example, moderate jogging has a
higher MET value than slow walking). BMR is basal metabolic rate, a
well-known computation corresponding to a person's energy spent
while at rest. The value 1440 is the number of minutes in a
day.
[0028] Effort duration is described herein as:
Effort duration=(1440*calories)/BMR
Effort duration=MET*duration
[0029] This effort duration value gives a much more accurate
representation of the underlying effort, in that the computed
effort is based upon an intensity, e.g., the MET value as a factor,
mathematically combined with (e.g., multiplied by) the duration.
For example, consider two people with different HWAG properties,
corresponding to different BMR's, who each exerted some amount of
effort that burned 200 calories, e.g., the BMR's (using a typical
well-known formula) for the two people are: [0030] Person A: 177
cm, 100 kg, 35 year old, male, has a BMR of 1936.25 [0031] Person
B: 177 cm, 125 kg, 35 year old, male, has a BMR of 2186.25.
[0032] The effort durations for the two people are: [0033] Person
A: effort duration=(1440*200)/1936.25=148.74 minutes [0034] Person
B: effort duration=(1440*200)/2186.25=131.73 minutes.
[0035] The above computations indicate that Person A had to work
much harder to burn the same calories as Person B. Indeed, if
Person B had put forth the same effort as person A, namely measured
as an effort duration of 148.74 minutes, Person B would have
instead burned almost 226 calories. As can be seen, weight, which
is the single most influential factor in calories burned, makes
calories burned an unfair representation of effort. Instead, effort
duration, which is HWAG-independent, may be used to express the
effort in terms of any activity for meaningful comparisons between
players, whereby everyone has a fair chance at winning. Note that
calories may be used as a measure of effort (the effort data), but
for a fair competition, each person needs an individual (and
typically different) number of calories to burn based on his or her
individual HWAG properties, for example.
[0036] In addition to allowing for more meaningful comparisons
between individuals, effort duration also allows meaningful
comparisons between different activities, and for expressing effort
in terms of those other activities. The effort duration can be
divided by the MET of any activity to determine how much time would
be spent doing another activity. As another example, a 36 year old,
177 cm tall male weighing 100 kg who had burned 800 calories would
have an effort duration of approximately 503 minutes. Any activity
with an established MET value may then be shown to the user as an
equivalent, e.g., using some of the example activities mentioned
above, this can be shown as so many minutes of walking with
crutches, rock climbing, an uphill hike with a certain load, and so
on.
[0037] Note that the above way to measure effort is substantially
HWAG-independent. However, other ways to measure effort may
eliminate only some of the HWAG properties, e.g., weight and
height; competitions may be then limited to persons of the same
other factors, e.g., eliminate weight and height from the effort
data measure, and then conduct a competition only between persons
of the same gender and age.
[0038] FIGS. 2A-2C represent example data that may be shown to a
user via a suitable user interface. FIG. 2A shows a current
leaderboard for an example race, with leadership determined in any
way, e.g., in actual distance, or in effort duration. FIG. 2B shows
an overall leaderboard for an example total fitness challenge, with
effort shown in the form of climbing a mountain; different
equivalents may be selected via button interaction in this example.
FIG. 2C shows an example of various equivalents in effort duration
(in minutes) corresponding to a user's exercise; (note that the
example values shown are not necessarily exact). In this example,
the user may customize which equivalent activities are shown,
and/or in which order, and when appropriate may scroll among any
number of activities, including non-sports activities such as
cooking, vacuuming carpets, and so forth. As can be readily
appreciated, FIGS. 2A-2C are only simplified examples for conveying
how effort-based fitness/challenge data may be presented to a user;
numerous other user interface formats, with various information,
may be used instead of or in addition to these examples.
[0039] FIG. 3 is a flow diagram showing example steps related to
the use of effort duration in an example scenario. At step 302, the
identity of the user is obtained. Note that this may be via a
log-in or the like that is accepted as trusted, such as for
informal competitions. Alternatively, particularly in a competition
where rewards are at stake, the user's identity may be more
carefully checked to prevent fraudulent competitors, e.g., via
biometric fingerprint/retina scanners, facial recognition and so
forth.
[0040] Step 304 represents looking up the date or the like of any
persisted information for the identified user, such as the
HWAG-related data, and the user's current competition data. This
data may be maintained locally, or remotely, or some combination
thereof. If the HWAG data is recent as evaluated at step 306, the
HWAG data is accessed at step 308 and used to generate the BMR of
the user at step 312. Note that BMR may be maintained directly.
Because a user's HWAG properties can change, particularly weight
(and height for a growing user), stale data may be
confirmed/updated at step 310. Note that if no persisted data
exists for the user, or if a user does not want to use earlier data
(e.g., because of a rapid weight change), a user also may directly
enter such data as represented by the dashed line from step 302 to
310.
[0041] Step 312 represents generating the BMR of the user. BMR may
be used for other purposes, including calories burned computations.
While calories burned is orthogonal to effort duration and not a
fair measure of effort in fitness competitions, it may be used in
many other ways, and is thus valuable to many users.
[0042] Step 314 represents starting the recording of effort for an
activity, e.g., corresponding to the application. Step 316
represents computing the effort, which may be an average, a total,
and/or another mathematical combination.
[0043] Note that the MET value may change during an activity, and
thus the effort duration is not necessarily directly proportional
to time. For example, a user on a treadmill coupled to the gaming
console may start at a low incline and at a low speed,
corresponding to one MET value, and then increase the incline
and/or the speed, corresponding to a different MET value. Indeed,
with treadmills (or stationary bicycles) that automatically change
incline (or pedal resistance) to simulate actual terrain, the MET
values may change often.
[0044] Also represented at step 316 is the (optional) reporting of
current effort data, e.g., to the network. Step 316 repeats as
often as appropriate until the physical activity (or activities)
are done, and thus such reporting may, for example, be periodic,
e.g., every ten seconds, at a milestone, e.g., every 100 feet
climbed, and/or on demand, e.g., when a user wants to see his or
her status. This allows a user (as well as other users) to see
relative progress, such as in rankings. For example, a user who
runs faster can see himself or herself pass other runners,
including currently racing runners, and/or see total distance
relative to other runners' total distances, even runners not
currently running.
[0045] Reporting also may be used to provide players with a view of
what game modes, or moments in a game resulted in the most effort.
This may be particularly useful in post-analysis, e.g., telling the
player where his or her effort lagged, or was the best, and so
forth. Comparisons against previous sessions may be made as
well.
[0046] Step 318 represents ending the recording of effort, such as
when the user stops the activity. Step 320 reports the total effort
to the network or the like, (in cases where the optional reporting
is not being done or the activity ends before the next report was
submitted). Step 322 represents repeating the process for another
activity if desired, e.g., a user may move from doing pushups to
doing sit-ups as the next phase of a calisthenics application.
[0047] As can be seen, competitions and challenges are one way that
effort may be used to measure a person's accomplishments. Another
way to use effort is in medical and similar health scenarios. For
example, a doctor or therapist may prescribe that a person put
forth some amount of effort in injury rehabilitation. Insurance
companies may reduce premiums with proof of consistent effort. Via
the network, the doctor, therapist or insurance company can
remotely monitor the effort put forth, without necessarily needing
heart rate monitoring equipment or the like.
EXAMPLE OPERATING ENVIRONMENT
[0048] It can be readily appreciated that the above-described
implementation and its alternatives may be implemented on any
suitable computing device, including a gaming system, personal
computer, tablet, DVR, set-top box, Smartphone, wearable lifestyle
devices and/or the like. Combinations of such devices are also
feasible when multiple such devices are linked together. For
purposes of description, a gaming (including media) system is
described as one exemplary operating environment hereinafter.
[0049] FIG. 4 is a functional block diagram of an example gaming
and media system 400 and shows functional components in more
detail. Console 401 has a central processing unit (CPU) 402, and a
memory controller 403 that facilitates processor access to various
types of memory, including a flash Read Only Memory (ROM) 404, a
Random Access Memory (RAM) 406, a hard disk drive 408, and portable
media drive 409. In one implementation, the CPU 402 includes a
level 1 cache 410, and a level 2 cache 412 to temporarily store
data and hence reduce the number of memory access cycles made to
the hard drive, thereby improving processing speed and
throughput.
[0050] The CPU 402, the memory controller 403, and various memory
devices are interconnected via one or more buses (not shown). The
details of the bus that is used in this implementation are not
particularly relevant to understanding the subject matter of
interest being discussed herein. However, it will be understood
that such a bus may include one or more of serial and parallel
buses, a memory bus, a peripheral bus, and a processor or local
bus, using any of a variety of bus architectures. By way of
example, such architectures can include an Industry Standard
Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an
Enhanced ISA (EISA) bus, a Video Electronics Standards Association
(VESA) local bus, and a Peripheral Component Interconnects (PCI)
bus also known as a Mezzanine bus.
[0051] In one implementation, the CPU 402, the memory controller
403, the ROM 404, and the RAM 406 are integrated onto a common
module 414. In this implementation, the ROM 404 is configured as a
flash ROM that is connected to the memory controller 403 via a
Peripheral Component Interconnect (PCI) bus or the like and a ROM
bus or the like (neither of which are shown). The RAM 406 may be
configured as multiple Double Data Rate Synchronous Dynamic RAM
(DDR SDRAM) modules that are independently controlled by the memory
controller 403 via separate buses (not shown). The hard disk drive
408 and the portable media drive 409 are shown connected to the
memory controller 403 via the PCI bus and an AT Attachment (ATA)
bus 416. However, in other implementations, dedicated data bus
structures of different types can also be applied in the
alternative.
[0052] A three-dimensional graphics processing unit 420 and a video
encoder 422 form a video processing pipeline for high speed and
high resolution (e.g., High Definition) graphics processing. Data
are carried from the graphics processing unit 420 to the video
encoder 422 via a digital video bus (not shown). An audio
processing unit 424 and an audio codec (coder/decoder) 426 form a
corresponding audio processing pipeline for multi-channel audio
processing of various digital audio formats. Audio data are carried
between the audio processing unit 424 and the audio codec 426 via a
communication link (not shown). The video and audio processing
pipelines output data to an A/V (audio/video) port 428 for
transmission to a television or other display. In the illustrated
implementation, the video and audio processing components 420, 422,
424, 426 and 428 are mounted on the module 414.
[0053] FIG. 4 shows the module 414 including a USB host controller
430 and a network interface (NW I/F) 432, which may include wired
and/or wireless components. The USB host controller 430 is shown in
communication with the CPU 402 and the memory controller 403 via a
bus (e.g., PCI bus) and serves as host for peripheral controllers
434. The network interface 432 provides access to a network (e.g.,
Internet, home network, etc.) and may be any of a wide variety of
various wire or wireless interface components including an Ethernet
card or interface module, a modem, a Bluetooth module, a cable
modem, and the like.
[0054] In the example implementation depicted in FIG. 4, the
console 401 includes a controller support subassembly 440, for
supporting four game controllers 441(1)-441(4). The controller
support subassembly 440 includes any hardware and software
components needed to support wired and/or wireless operation with
an external control device, such as for example, a media and game
controller. A front panel I/O subassembly 442 supports the multiple
functionalities of a power button 443, an eject button 444, as well
as any other buttons and any LEDs (light emitting diodes) or other
indicators exposed on the outer surface of the console 401. The
subassemblies 440 and 442 are in communication with the module 414
via one or more cable assemblies 446 or the like. In other
implementations, the console 401 can include additional controller
subassemblies. The illustrated implementation also shows an optical
I/O interface 448 that is configured to send and receive signals
(e.g., from a remote control 449) that can be communicated to the
module 414.
[0055] Memory units (MUs) 450(1) and 450(2) are illustrated as
being connectable to MU ports "A" 452(1) and "B" 452(2),
respectively. Each MU 450 offers additional storage on which games,
game parameters, and other data may be stored. In some
implementations, the other data can include one or more of a
digital game component, an executable gaming application, an
instruction set for expanding a gaming application, and a media
file. When inserted into the console 401, each MU 450 can be
accessed by the memory controller 403.
[0056] A system power supply module 454 provides power to the
components of the gaming system 400. A fan 456 cools the circuitry
within the console 401.
[0057] An application 460 comprising machine instructions is
typically stored on the hard disk drive 408. When the console 401
is powered on, various portions of the application 460 are loaded
into the RAM 406, and/or the caches 410 and 412, for execution on
the CPU 402. In general, the application 460 can include one or
more program modules for performing various display functions, such
as controlling dialog screens for presentation on a display (e.g.,
high definition monitor), controlling transactions based on user
inputs and controlling data transmission and reception between the
console 401 and externally connected devices.
[0058] The gaming system 400 may be operated as a standalone system
by connecting the system to high definition monitor, a television,
a video projector, or other display device. In this standalone
mode, the gaming system 400 enables one or more players to play
games, or enjoy digital media, e.g., by watching movies, or
listening to music. However, with the integration of broadband
connectivity made available through the network interface 432,
gaming system 400 may further be operated as a participating
component in a larger network gaming community or system.
Conclusion
[0059] While the invention is susceptible to various modifications
and alternative constructions, certain illustrated embodiments
thereof are shown in the drawings and have been described above in
detail. It should be understood, however, that there is no
intention to limit the invention to the specific forms disclosed,
but on the contrary, the intention is to cover all modifications,
alternative constructions, and equivalents falling within the
spirit and scope of the invention.
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