This invention relates to machines, systems, and methods for coordinated total body and brain exercise. Specifically, the invention relates to a stationary device adapted for cycling that is also equipped with a camera, equipped punch receiving surface with indicators for sequencing and coordinating punch repetition(s). The punch sequencing is software driven and accuracy and effect of the punch repetitions are, sensed, recorded and reported. The sensing is provided via the camera and specially adapted gloves, i.e., magnet and/or RFID equipped, for use with the device in combination with punch pad embedded sensors.
The general population's lifestyle is becoming more dependent on technology and less taxing/engaging from a total Human Being (body and mind) perspective. Everything is becoming easier and more convenient. We use technology such as Elevators, Escalators, Power steering, Brake assist, Lane assist, Self-driving cars, Robot automation etc. As a result, people engage less with the physical world as things are more automated and there is less combined taxation placed on a person's body and brain and this will only increase as time goes on.
Now, with Virtual Reality (VR) and Augmented Reality (AR) becoming a more important part of everyday life, the average person will start experiencing even less real tactile feedback from the real world.
Standard fitness products in fitness clubs like treadmills, stationary cycles, rowing machines, ellipticals etc. provide a solution to cardio-vascular fitness, obesity, stress release etc. but, will become less important as the modern lifestyle goes more into VR, AR, automation etc. These fitness products do not engage or train the cognitive aspects of a person. To overcome physical and cognitive decline, it has been found that playing sports (i.e. tennis, basketball, rugby, soccer, etc.) whether recreationally or professionally, is superior to doing traditional cardiovascular and weight training exercises for physical and cognitive health. There are many reasons for this. Amongst others, during sports, the whole body and brain work together in harmony whereas the brain is quite often consciously “switched off” when using indoor cardiovascular exercise on devices such as treadmills, ellipticals and stationary cycles and during weight training exercises.
People who are not already dedicated to pursuing fitness, generally find standard cardiovascular equipment boring to use as the scenery does not change and there is no active mental engagement. These people need additional motivation in the form of fun to engage in physical activity.
The known alternative of using distraction through audio/visual input is not an ideal solution as it does not engage the brain in combination with physical exercise. Although research proves that normal gym and cardiovascular exercise are essential for health and for neuro improvement, they do not integrate the brain with all the human faculties as effectively as when playing a sport nor does it achieve the same level of benefits.
Technology to keep us safe such as Anti-lock Braking System (ABS), airbags etc. result in people relying heavily on the technology and not using the decision-making abilities of the brain optimally. This leads to a decline in the ability to make correct, split second decisions when it matters most. These technologies are extremely beneficial to people's safety, but it still needs to be balanced out with, for example, a neuroactive fitness product.
The same can be said of relying on cellphones to store telephone numbers, remember appointments and birthdays: the brain is becoming lazy and loses the ability to focus and working memory declines when the brain is not stimulated in the right way.
Not engaging with the physical world provides for little proprioceptive input to the sensory system and this disrupts the ability to self-regulate.
It is an object of this invention to have a device and method of exercise, a system and software, for the isomorphic-simulation of a sporting activity. The system would enable total body and brain integration and synchronisation which is fully inclusive of people from all walks of life including people with injuries, the elderly and children; thus providing an immersive exercise experience similar to what a person would experience while playing a sport but with a significantly reduced risk of injury and in a shorter time frame.
Furthermore, it would also be desirable to have a device that engages the upper and lower limbs simultaneously which results in a higher calorie consumption during training as well as which enhances brain integration.
Still further, it would be desirable to have a device that provides proprioceptive input to the joints which is necessary for sensory integration and mental wellbeing.
It would be desirable to have a device that challenges the user to make split second, high consequence decisions while the body is fatigued and evaluating and improving the reaction times, reflexes and executive brain functions over time.
It would be desirable to have a device that enables a person to experience instantaneous proportional tactile feedback when the user interacts with the device.
It would be desirable to have a device and method that requires precision training to allow for greater neurological improvements.
It would be desirable to have an integrated punch-and-cycle exercise device and method that captures the number of punches, the accuracy (in-time and correct punches), punching form, reaction times and the force of the punches and using other biofeedback captured along with the cycling rpm, to calculate a score.
It would be desirable to have a device and method that allows a user to use a smart device in the form of a smart phone or tablet to operate the exercise device and to obtain real-time and historical feedback of the training results.
It would be desirable to have a single, integrated piece of exercise equipment which isomorphically simulates a sporting activity.
It would be desirable to have an integrated punch-and-cycle exercise device which functions together with wearable sensors (which could be built into adaptably configured boxing gloves) and which communicate directly with sensors in the exercise device in order to capture biofeedback, reaction times, accuracy of punches (i.e. delivered in time and correctly), measurements of left vs right reaction times etc.
It would be desirable to have a punch-and-cycle exercise device and method to give a detailed assessment and report of a person's physical and cognitive fitness in the areas of: strength, speed and endurance; reflexes, reaction time (visual and auditory processing); hand-eye coordination; arm-leg synchronization; memory, physical form, focus and decision making; and range of motion.
It would be desirable to have a device and method which has inherent adaptive training abilities based on a user's current abilities to ensure progressive improvements over time, wherein the device assesses the user's cognitive and physical fitness and recommends certain training programs to progressively improve the user's fitness based on areas of weakness.
It would be desirable to have a punch-and-cycle exercise device and method that ensures speed variance by using the principle of isokinetic resistance to ensure counterbalance during punching and cycling.
It would be desirable to have a device and method where a user is able to participate in a group fitness class either locally or remotely, where users are able to compete against one another in real-time.
The disclosed device and associated methods advantageously fill these needs and address the aforementioned deficiencies by providing a single, integrated exercise device that pairs cross-over limb movements by way of punching using the upper body, with simultaneous, synchronised movement of the lower body in the way of cycling.
Furthermore, the disclosed device and method isomorphically-simulate a sporting activity which activates the same human faculties as when doing a sport and consequently, should also provide the same benefits as would be experienced when doing a real sport but with a lower risk of injury. By exercising on a punch-and-cycle exercise device, it creates total body-brain integration of the following human faculties and systems: anatomy, endocrine system, cardiovascular system, psychology, decision-making under pressure, anticipatory decision-making, focus, inhibition/response inhibition, visual and spatial processing, perception, tactical and learning function, core fitness and balance, hand-eye co-ordination, motor skills, calorie utilization and emotional engagement. All of the above faculties and systems combined ensures functioning human beings (some on a higher level than others).
Sporting activities usually have an element of competition and therefore, to further isomorphically simulate a sporting activity, the punch-and-cycle exercise device provides a score at the end of the exercise session. The Score presented at the end of the exercise session allows a person to participate in competition with oneself and with other users. This in turn promotes participation and motivation to exercise.
The invention presents the user with high-speed, high consequence and high-pressure situations—similar to a sporting activity and real-life situations to test a person's decision-making ability under pressure, anticipatory decision-making and to improve reaction times and mental sharpness.
Similar to elite athletes, people from all walks of life do not learn to make sound split second, high consequence, decisions from sitting on a couch. E.g. when driving a car, people are often already under stress due to lack of sleep, poor diet, pressures at home or work, but if this person were to avoid an oncoming collision, he/she must be able to make a correct, split second, decision and execute the decision with precision. If the person made the right decision, a collision will have been avoided or damage at least minimised. Making correct decisions under high physical and mental stress (and or fatigue) can mean the difference between life or death, success or failure and winning or losing.
Using the invention, the brain's Executive Functions therefore could be developed while the user is tired/exhausted from physical exercise, and this trains a user to make correct, split second decisions in high pressure situations.
Similar to sporting activities, during an exercise session using a punch-and-cycle exercise device, one learns to anticipate an opponent's actions (whether it be a human or artificial intelligence) and to execute one's own decision with quick reactions, perfect timing and to resist the urge to pre-empt one's actions. Since Exercising on the invention isomorphically-simulates a sporting activity, the physical and cognitive abilities that are trained and developed during such an exercise session, carries over into real life and/or real sports.
Through the invention, one would be able to improve human potential regardless of starting threshold or physical ability.
Human beings function best when all human faculties and systems are engaged on a regular basis and not in isolation—i.e. neurological and physical training must occur simultaneously. This is why playing sports is superior to going to the gym.
The problem to be solved by the present invention is to provide a system, computerised exercise device and method of exercising for total body and brain integration and synchronisation while being fully inclusive of people from all walks of life, providing an immersive exercise experience similar to what a person would experience while playing a sport but with a significantly reduced risk of injury and providing the same or better physical and mental results as playing sports but in a lesser amount of time.
The present invention relates to a device and method(s) associated with the device, a system and associated software. With respect to the device, it is an integrated punch-and-cycle device, which pairs the simultaneous cycling with the punching of an interactive punch pad which has multiple delineated target zones that illuminate in pre-programmed sequences and which the user must accurately punch within a predetermined timeframe. Together with the device, the user must wear special boxing gloves with embedded technology that communicates with the sensors in the target zones and which further allows certain biofeedback and other performance parameters to be captured and processed.
This device along with the system, software and method can be used to accomplish an isomorphic-simulation of a sporting activity by providing simultaneous neurological and physical training while the user is under mental and physical stress due to exercise induced fatigue but with a differentiating factor of a much lower risk of injury when compared to playing actual sports.
The two words, “isomorphic” and “simulation” must be read together to encompass the full understanding of this device, system and software. The method of exercise is “Isomorphic” in relation to a sporting activity as it means that the activity is very similar to that of playing sports while not being an actual sport itself and while not mimicking specific sports such as tennis, soccer, motor car racing etc. The method of exercise is a “Simulation” of a sporting activity in that it creates a realistic environment of physical and mental stress and fatigue which requires similar motor skills, brain functions, physical, physiological and emotional responses, as would be required in a human body during a sporting activity.
Exercising on this device and implementing associated methods, system and software therefore results in an isomorphic-simulation of a sporting activity by activating all the human faculties of a person similar to participating in real sporting activities.
It does this by enabling a person to get a high intensity/performance training workout by requiring the user to cycle while simultaneously punching the target zones on the punch pad, which light up in a predetermined/pre-programmed sequence. It enables the user to combine upper and lower body limb movements in combination with visual (and or auditory) synchronisation, requiring tactical cognition and which stimulates short term memory activation. This integrated experience leads to kinetic chain conditioning for neurological adaptation of upper and lower body coordination and development.
Exercising using the punch-and-cycle exercise device with the methods as described, will develop the kinaesthetic and motor-cortex of the brain and heighten reaction time. This is accomplished by presenting the user with pre-programmed lighting sequences in which the target zones on the punch-pad illuminate and requires the user to make split-second decisions, to execute the decisions with accuracy/precision by punching the target zone and to do it within the time allocated in order to score a point.
By further requiring the user to cross the midline of the body when punching in some embodiments of the invention, both hemispheres of the brain integrate.
Research has shown that the brain develops more effectively when combining a brain training activity with physical activity. In this instance, the brain training activity is the mental challenge presented to the user in the form of the target zones that illuminate in a pre-programmed sequence and which the user must anticipate, and to which the user must react by punching. It is indeed a challenge as the user will already be in a state of exercise induced fatigue and then being required to make decisions and to execute the decisions by punching, requires additional mental effort and focus.
Exercising on this device also results in superior calorie burn when compared to traditional cardiovascular exercise and has the added advantage of simultaneously stimulating the brain.
Necessary components of the device include: an interactive Punch Pad with a plurality of delineated Target Zones; sensors unique to each target zone to capture number of punches, force of punches; speed and reaction time; additional sensors throughout the device to monitor performance parameters (such as rpm, load, watt etc.) a cycling mechanism and pedals; a resistance assembly that provides resistance to movement by the legs; an arm or mount which attaches the cycling mechanism to the punch pad, a seat, a base for support; and, processors and logic to detect biofeedback of the user's performance, compile certain feedback and present an overall score to the user; a communication system to send and display the captured and processed information to a visual display which includes a built-in console; smart device (cell phone/tablet); a communication system to ultimately connect the punch-and-cycle exercise device to the cloud/internet, which, generally speaking, are configured as follows:
The punch-pad is connected to the seat and cycling mechanism with a deflecting arm. Each target zone can communicatively connect to one or more sensors. Each sensor can communicatively connect to a computer/control unit/processor.
In order to determine the accuracy of the punches delivered, specially adapted boxing gloves, with incorporated magnets, are used which magnets communicate with sensors mounted within the individual target zones. The sensors sense whether the correct hand (left/right) was used in delivering a punch and communicates this to a single or plurality of processors which score the force, and accuracy of the punches. A camera observes and records the form and stroke of each punch from cheek to Target Zone.
In order to carry out the method the following steps are followed: the user is required to wear the boxing gloves that each house magnets, RFID tags, or other suitable electromagnetic device, or special markings/identifiers on the glove which communicate with sensors in the individual target zones, which when punched, can sense whether the punch was delivered with the correct hand, i.e. cross over the midline, and whether the correct target was punched. The target zone can indicate to the user which hand to use (left or right) by using a particular shape or colour and then, the delivered punch is scored to determine if the user used the correct hand. The result of each punch, or missed punch, is processed by the various processors and which is later capable of displaying the score. Ultimately, at the conclusion of these steps it is possible to keep track of and score the punches delivered.
By virtue of this training method, the user is trained to deliver the punches accurately, i.e. punching the correct target zone when prompted and thereby improving the user's reaction time and hand-eye coordination. The aim is not to provide boxing technique training but rather to encourage precision and timely reactions which ultimately stimulates the brain. Tracking total number of punches, which ones were correct, incorrect or missed. By encouraging precision and timely reactions, the user is encouraged to deliver punches safely, which eventually allows the user to punch harder, earning higher scores, and safely increase synchronization between the arms and legs, allowing the user to move with greater speed and ultimately consume more energy for a harder and overall more effective workout.
The punch-and-cycle exercise device presents a plurality of pre-programmed exercise programs from which the user may choose. Such training programs each include pre-programmed lighting sequences for the illuminated target zones which, when the training program is executed/run/chosen, the software presents lighting sequences to the user by illuminating the delineated target zones in the pre-programmed sequence. The user must react by punching the indicated target zones in-time, with sufficient force to allow the sensor to sense the punch and the user must deliver such punch with the correct hand all while continuously cycling. This method typically includes a warm-up phase, a high-performance phase and a cooldown phase. During any of these phases but especially during the high-performance phase, the user is presented with the pre-programmed lighting sequences. The user is capable of selecting the number of rounds to perform during an exercise session prior to starting. At the conclusion of the preset number of rounds, the cool down phase starts during which the user's heart rate is encouraged to lower. The user will cycle during this phase but may also be required to punch. During the cool down phase, the user will be able to review the biofeedback captured during the exercise session. At the end of the cool down, the final score is presented to the user and the results of the training session is sent from the punch-and-cycle exercise device to the mobile device and the cloud for storage and future retrieval.
A high-performance phase may include a series of rounds which each consists of two distinct phases: the punch-and-cycle phase and the active rest phase. During the punch-and-cycle phase, the user is presented with the pre-programmed lighting sequences to which the user must react. During the active rest phase of the round, the user actively rests by only cycling and view the biofeedback captured up to point during the exercise session. At the end of the active rest phase, the user is presented with another round which similarly consists of a punch-and-cycle phase and active rest phase.
To enable a high intensity interval training workout, punch-and-cycling should be alternated with active rest phases, as it ensures that the user's heart rate is elevated and also given the opportunity to reduce at regular intervals. By using the upper body simultaneously with the lower body, it naturally elevates the heart rate due to the increased workload required.
Ultimately, the punch-and-cycle exercise device isomorphically simulates a sporting activity by enabling the user to combine upper and lower body limb movements in combination with visual (and or auditory) synchronization, requiring tactical cognition, obtaining tactile feedback and which stimulates short term memory activation. This integrated experience leads to kinetic chain conditioning for neurological adaptation of upper and lower body coordination and development. The methods of exercise will develop the kinesthetic and motor-cortex of the brain and heighten reaction time while improving calorie burn. By calculating a score, it also introduces a competition element similar to sporting activities
What has been described above will be similar to a person doing any sporting activity whether it be social or professional e.g. soccer, tennis, motor racing, mountain biking etc.
In other words, the whole body (the body and brain) all faculties of the human body including anatomy, physiology, cardiovascular, musculo-skeletal system, the neurological system, the brain, the mental faculties, emotions, endocrine system (adrenaline, cortisol, etc.), are engaged and taxed through the product very similar as it would be when engaging in any sporting activity.
Due to the total immersion experienced by the user in the exercise activity, the user is capable of exercising at greater intensity without realizing and this results in a higher calorie burn when compared to existing cardiovascular exercise equipment and systems.
The punch-and-cycle device and methods associated therewith are described with reference to the following figures. These same numbers are used throughout the figures to reference like figures and components.
In the present description, certain terms have been used for brevity, clearness and understanding. No unnecessary limitations are to be inferred therefrom beyond the requirement of the prior art because such terms are used for descriptive purposes only and are intended to be broadly construed. The different apparatus and methods described herein may be used alone or in combination with other systems and methods.
The device includes various conventionally known operating components. Hence, as used herein, the term “operating components” denotes those conventional components that are utilized in fitness equipment for carrying out the functionality or purpose of the fitness equipment. Such components may include motors, flywheels, drag elements, brakes, belts, pulleys, magnetic arrangements etc. some exercise bicycles use some sort of flywheel and implement tension control either through direct physical resistance devices such as belts and chains, while others vary the resistance through the use of magnetic arrangements again, and for purposes of this disclosure the term “operating component” should be given its broadest possible construction to cover these and other components that are conventionally provided in fitness equipment to carry out the operation and function i.e. the intended exercise of the equipment.
At a high level, the punch-and-cycle device is directed to detecting a punch to a target zone by a sensor unit, signaling a controller by the sensor unit in response to the step of detecting, and controlling the result (e.g. correct or incorrect) displayed by the target zone with regards to the accuracy and/or reaction time of the punch so delivered. For example, the target zone may illuminate in a different color or shape to indicate either a correct or incorrect punch. The processor in the punch-pad sends the data of each correctly and incorrectly delivered punch as well as the force, which hand was used in delivering the punch and reaction time, to the main processor. The camera observes and records form and stroke of each punch from cheek to Target Zone.
The main processor keeps record of all data received and processes it to compile an overall score and to present detailed feedback to the user post-workout.
Throughout the training session(s), the user will be cycling and the delineated target zones will illuminate in a predetermined/pre-programmed sequence, which sequence the user is required to follow by punching the target zone in time and accurately. The pre-programmed lighting sequences will make use of all the target zones on the punch pad. For illustration purposes only the punch pad in
Before the exercise session, the user must set the level of resistance to be provided by the resistance assembly to the cycling mechanism and may adjust it during the exercise session as required.
The pre-programmed lighting sequences are continually presented to the user irrespective if the user delivered the previous punch accurately and/or in time (i.e. the lighting sequences are not dependent on a punch delivered by the user because the goal is exercise and not instruction so the user must be prompted and encouraged to keep the momentum going); Outputting a control signal by the processor(s) to illuminate a particular target zone on the punch pad, which target zone remains illuminated for the pre-set time after which the following target zone as determined by the pre-programmed lighting sequence, is illuminated. This process is repeated until the full pre-programmed lighting sequence has been completed. The step of recognizing the glove as described in the method of glove recognition, is included in this method.
During the training session, real time biofeedback is presented to the user and displayed on the visual display/console. At the conclusion of these steps a summary is presented to the user of the biofeedback collected.
In the method of providing an interactive exercise session using a punch-and-cycle exercise device, the method steps of glove recognition and the method of sensing cross over punching are included in this method with the additional step of the software only presenting pre-programmed lighting sequences to the user that requires cross-over punching i.e. where the left hand punches target zones on the right hand side of the punch pad and vice versa. (Crossing the midline of the body with the arms results in cross brain integration. In combination with the physical exercise done with the lower body, it results in neuroactive conditioning i.e. where the brain and the body are stimulated simultaneously.)
The method of providing an interactive exercise session using a punch-and-cycle exercise device and method of glove recognition are included in this method with the additional step of presenting interval training to the user. This is accomplished through presenting distinct Rounds to the user that distinguish between punching with simultaneous cycling and active resting where the user will only cycle. This encourages the user's heart rate to elevate during the punching and cycling phase where the overall workload required of the user is greater than what is required when the user is only cycling. The inclusion of the method of sensing cross over punching is optional.
Once detected, it determines whether the delivered punch was made with the correct hand (if applicable), in-time and if the correct target zone was punched. It then communicates this information to the main processor which keeps score. Sensors in the cycling mechanism that detect the cycling RPM also communicate with the main processor to indicate whether the user was in fact cycling while punching during a punching-and-cycling round of exercise. The main processor processes the data received from the processor located in the punch pad 22 and the sensors in the cycling mechanism 28 and the heart rate monitor and calculates the calories burned on a constant basis throughout the exercise session.
The main processor then sends all such processed information to the visual display 32. The following biofeedback information may be displayed as a summary during the active rest phases of the exercise session: Average Punch force; average heart rate; hit percentage; calories burned.
Other information to be displayed during the Active rest phase, Exercise Time/duration; Time left in Active rest phase; Number of rounds completed and awaiting completion; At the end of the exercise session, the data must be finally processed and an overall score calculated. The results and biofeedback parameters captured must be stored temporarily on the random-access memory (RAM) of the processor of the punch-and-cycle exercise device.
At the end of the exercise session, the user has the option to transfer the data so processed and captured, to the mobile application on the user's mobile device using, for example, a synch feature.
The disclosed method of scoring the punches (
In detail, the invention disclosed is an interactive and integrated interactive punch-and-cycle exercise device 20, system, and methods, which is made up of the following components:
A Cycling Mechanism 28 (comprising conventional operating components such as motors, belts, braked flywheels, generator/break unit to create resistance (magnetic eddy, incremental friction, etc.); and other devices or mechanisms that are conventionally provided in electric stationary cycles; pedals connected to the cycling mechanism. A seat 30 with vertical and horizontal plane adjustment—manual/auto telescopic forward and backward adjustment located below the seat. An “arm” 25 to connect the cycling mechanism 28 to the vertical punch pad 22. Handlebars 27 are connected to the arm 25. A power source: i.e., a mains electrical supply connected to power both the cycling mechanism control elements and the punching and exercise program controllers, displays, etc., and a foot/base 34 to stabilize the overall exercise device 20. Adjustable footing in the base/foot 34 lifts the device off its transport wheels and securely fixes it in place before it can be used safely.
As illustrated in
The cycling mechanism may further include drive belts 283 and 284. The main drive belt 283 wraps around the center of the pedal drum 281 and connects to a lay shaft 285 that mounts to the frame of punch-and-cycle device 20 via a cam shaft 286 for easy tensioning. The secondary drive belt 284 runs from the lay shaft 285 to a brake mechanism which is mounted on slides to allow for easy adjustment. The pedal drum 281 is held in place relative to the frame of the punch-and-cycle device 20 by virtue of rollers 287 placed around the outer circumference of the pedal drum 281. The plurality of rollers 287 will ensure smooth operation of the cycling mechanism, with exemplary embodiments of the invention utilizing 3 or 4 rollers spaced around the pedal drum 281.
The cycling mechanism 28 may operate without a flywheel. The cycling mechanism 28 thus may stop spinning faster than a cycling mechanism that uses a flywheel when the user stops applying force to the cycling mechanism, thereby minimizing potential injuries to the user that could be caused by a flywheel keeping the cycling mechanism spinning when the user no longer requires the cycling mechanism to continue spinning.
In an embodiment of the present invention, the resistance level is controlled with electro-magnetic force within the cycling mechanism 28 which will use speed variance to allow the user to experience varied resistance while cycling. The speed variance may be accomplished via software. The speed variance is accomplished through the establishment of resistance levels.
The smooth and gradual resistance increases and decreases ensure counterbalance. During a high-performance phase of an exercise program (that is, when the user is punching and cycling) the resistance must be slightly more so that the user is balanced and secure in the seat 30 of the punch-and-cycle device 20. During the high-performance phase, the speed of the lighting sequences increases. As the lighting sequences on the punch pad 22 speed up, the user needs to punch faster, which in turn makes the user pedal faster since the body naturally synchronizes the speed of upper and lower body limb movements. If the resistance does not also increase, the user feels insecure in the seat and starts bobbing up and down. Thus, the cycling mechanism 28 must provide counterbalance. In one embodiment of the invention, counterbalance is provided through speed variance whereby the cycling mechanism 28 uses the principle of isokinetic resistance.
In isokinetic resistance, a resistance generator in the cycling mechanism 28 generates a resistance that is the sum of two components (Curve C of
The isotonic resistance is determined by the resistance level selected by the user. Once selected, the isotonic resistance remains constant until a different resistance level is selected. The isotonic resistance is therefore independent of the rotational/motion speed of the pedals.
The isokinetic resistance is determined by the resistance level selected by the user and increased: the resistance level selected by the user and rotational/motion speed of the pedal.
However, the resistance in each resistance level is not increased so fast that it slows down the user's cycling speed in a detrimental manner (the discrete changes in resistance are small enough to allow the user to maintain the current cycling speed after the change). It is worth noting that
Logic is encoded for controlling the various operational components (resistance; speed of lighting sequences; training program selection) of the integrated punch-and-cycle exercise device; and, a controller (software/firmware) for controlling various operational components either automatically or manually through the controller processor(s).
A console 32 is shown with a human user-machine Interface (HMI) including a graphical user interface and tactile user interface for controlling and setting parameters of the integrated punch and cycle exercise device— (the illustrated version has a LED, Capacitive TFT screen where the console 32 is backlit and has touch screen capability). Encoded and stored software for the firmware on the punch-and-cycle exercise device 20 will capture the biofeedback in terms of reaction time, hit percentage, force, calorie burn, heart rate and other biofeedback parameters. The supporting firmware on the punch-and-cycle device would store pre-programmed exercise programs (as developed and supplied by vendor).
A movement resistive vertical punch pad 22 with vertical plane adjustment (Manual/Auto Telescopic height adjustment); suspension 24 on the neck of the arm (i.e., 3D pillow suspension, coil with damper) and/or behind the punch pad 22 to enable controlled displacement of the punch pad 22 when struck; a plurality of delineated Target Zones 26 (
In
The respective target zones also include a processor 226 to collect sensor/switch info from a given target zone and provide that information to a central controller. The processor also provides illumination signals, timing and color, provided by the central controller to the respective target zone LEDs.
The electronic components in the punch-pad are configured as follows (
In
The bar graph 50 includes an array of LEDS. The LED array is sized to provide feedback to the user of the device during an exercise session. In an exemplary embodiment of the invention, the bar graph 50 may have 4 rows of 9 LEDs. The user may further select the feedback provided by a particular row of LEDs. In exemplary embodiments of the invention, such user selected feedback may include but is not limited to: calorie burn, heart rate, hit percentage, exercise time left, and/or time left in either the active rest or high-performance phases of an exercise program. Thus, the bar graph 50 allows a user to get visual feedback during a workout without having to look down at the console 32 and away from the punch pad 22, keeping the user engaged in the workout and better prepared for the next phase of an exercise program.
In an exemplary embodiment of the present invention, the resilient covers 230 may be composite silicone pads. The composite silicone pad may include a back pad and front pad facing the user. The back pad is made of a harder silicone, such as a silicone rated about 70 A on the Shore hardness scale, while the front pad is made of a softer silicone, such as a silicone rated about 40 A on the Shore hardness scale. The back pad may further be about 3 mm thick, while the front pad may have a thickness between about 5.25 mm and about 12.80 mm. The composite construction of the resilient covers 230 allows shock waves from punches to be dispersed, absorbed and directed away from the housings 43 for the sensors, circuitry, and LEDs behind the punch pad 22. In another embodiment of the invention, the outer target zones 26 may angle inwardly relative to the user, thereby increasing user safety and comfort. Thus, the resilient covers 230 minimize and eliminate adverse effects, injuries, or damage to both the user and the device.
In another exemplary embodiment of the present invention, any energy or force from a user's punch that is not completely absorbed or dispersed by the resilient covers 230 travels into and is absorbed by the suspension 24. As seen in
In an embodiment of the present invention, bump stops may be used in conjunction with the springs of the suspension 24. The bump stops are placed at an end of the springs of the suspension 24 to prevent the springs from bottoming out. The bump stops may be made of an elastic and resilient material, such as a rubber rated at about 80 A on the Shore hardness scale. In exemplary embodiments of the invention, the bump stops allow up to about 8.3 mm of travel for the suspension 24, while the springs allow up to about 20 mm of travel for the suspension 24. Such springs and/or bump stops allow the suspension 24 to resist up to, for example, about 3425 Newtons of force from a user's punch.
In an embodiment of the present invention, a back plate 44 connects to the three-part sandwich assembly 40 via the suspension 24. As illustrated in
Further, a linear actuator 46 may be mounted on the double linear bearing guide 45 to provide electronic height adjustment for the punch pad 22. The height of the punch pad 22 can be controlled manually by the user through an interactive switch on the console 32 or automatically though the user's preferred settings on the mobile application on the user's mobile device. The automatic setting allows the user to adjust the pad to the user's pre-set preferred height as soon as the user's device connects with and is recognized by the punch-and-cycle device 20. A quad linear bearing system 47 is connected to the double linear bearing guide 45 to enable the punch pad 22 to be moved up and down. The quad linear bearing system is further mounted to a collapsible neck extension 48. The bottom of the neck extension 48 may form a quick connector 49 that allows for the neck extension 48 to easily connect to or disconnect from arm 25 of the punch-and-cycle device 20 at the bottom of the collapsible neck section makes it easy to fit/remove the complete pad assembly from the Punch-and-cycle exercise device unit. This quick connector may also allow for the punch pad 22 to be retrofitted onto another exercise e-device without any modifications to the punch pad design.
As seen in
Gloves 60, with reference to
The device further includes a processor, or multiple of processors, in a console/screen 32 connected to the plurality of sensors/processors on the punch pad 22 target zones 26; a controller communicatively connected to the light sources 222 in the target zones to direct the sequence within which the light sources must illuminate the various individual target zones for prompting strikes to a particular target zone; a module communicatively connected to the main processor to record the number of strikes to the individual target zones, number of correct strikes (i.e. made with the correct hand and within the allocated time) on raw data from the sensors and/or processed sensor data from the slave processors; processor or multiple processors communicatively connected to the light sources of the individual target zones to indicate correct punches upon detection by the sensors in the target zones in combination with the glove magnets and/or special markings/identifiers on the glove outer surface; encoded logic in a memory connected to the processor to prompt the central processor to calculate a score based on a variety of biofeedback parameters captured throughout the exercise session and the number of correct and incorrect punches; one or more visual displays 32 communicatively connected to the main processor to provide feedback to the user in the form of biofeedback statistics, real-time biofeedback, tutorial on correct technique, etc.
With reference to
The core components that together make up the architecture of the system are an integrated punch-and-cycle exercise device 20 that is Wifi and Bluetooth enabled, gloves as further described herein, the console which is a touch screen and which communicatively connects to the main processor that communicatively connects to the Internet, log-in capability, and servers located in the internet.
A method of controlling the sequence in which the target zones light up
With reference to
The processor 232 (
Further disclosed is a method of detecting and scoring punches; the flowchart of which is shown in
All data regarding correct, incorrect and missed punches is sent to the main processor for score keeping and score calculation. To ensure a user is not cheating by punching only and not cycling simultaneously, the main processor could also take into account the RPM or the Watt as sensed by sensors in the cycling mechanism. If the RPM or watt output indicates that the user did not cycle at a sufficient speed, the punches delivered, could result in a lower Score.
Also disclosed is a method of sensing cross over punching. If a training programme pre-determined that a punch must be made cross-over the midline, the method of scoring punches (
Also disclosed is a method of isomorphically-simulating a sporting activity using a punch-and-cycle exercise device. In order to carry out the method, the following methods and steps are included:
The method of exercise using an interactive punch-and-cycle exercise device, the method of glove recognition; the method of detecting and scoring punches; the method of sensing cross over punching, the method of calculating the score, the method of exercise applying HIIT principle when using the punch-and-cycle exercise device.
Providing an interactive punch-and-cycle exercise device as described to the user which contains pre-programmed lighting sequences; Providing special boxing gloves to the user containing magnets and/or visual identifiers as described; Requiring the user to punch a physical object in the form of a punch pad thereby giving tactile feedback to the brain and proprioceptive input to the body; Requiring the user to cycle and punch simultaneously to induce exercise related fatigue and to ensure that the upper body and lower body movements synchronize to result in a natural body movement; Continuously strengthening the core muscles by the requiring the user to punch while cycling; Continuously monitoring the RPM and the heart rate of the user to ensure that the user is in fact exercising.
Through the lighting sequences, requiring the user to regularly alternate punching with the left and right hands to ensure both hands are used equally when punching and that there is sufficient cross-lateral movement; Presenting the user with high-speed, high consequence and high-pressure situations in the form of pre-programmed lighting sequences to which the user must respond accurately within a limited and pre-determined amount of time while being tired due to exercise induced fatigue; Testing the user's decision-making ability and ability to execute a decision accurately while under stress due to exercise induced fatigue.
Simulating the anticipation experienced while doing a sporting activity which then results in neurochemicals, endorphins, hormones, etc. to be secreted by the body to enable a person to react to the illuminated target zone; Presenting the user with active rest phases throughout the training program; During a Round, increasing the user's level of stress by continually presenting illuminated target zones in a pre-determined sequence regardless of the user input (i.e. the sequence runs regardless if user punched) and requiring the user to punch such illuminated target zones accurately; Giving the user continual feedback on the punches delivered in the form of the illuminated target zone that was required to be punched, to either illuminate e.g. “red” for negative feedback or e.g. “green” for positive feedback; Keeping score of the correctly and incorrectly delivered punches; Giving the user feedback on the biofeedback collected and other data post workout to ensure the user is motivated to beat the previous score; and, Calculating an overall score at the end of the workout to ensure an element of competition similar to a sporting activity.
The device may also have one or more of the following: The vertical punch-pad may have adjustable shock absorption to increase/decrease deflection of the punch pad when struck.
The electronic components in the punch-pad may alternatively be configured as follows (
In another embodiment of the invention, the method of glove recognition may utilize a video camera 51 placed inset within or on top of the punch pad 22 to track the boxing gloves 60 to ensure the user does not cheat and the user has proper form per predetermined rules in the punch-and-cycle device software (See
Data from the hall sensors in the punch pad which detect cross over punching (due to the embedded magnets in the gloves) together with the data from the video camera enables the system to properly evaluate the punches and to calculate a Score.
In another embodiment of the invention, one could eliminate the hall sensors in the punch pad and the magnets in the gloves and only use the camera 51 together with the special markings/visual identifiers on the outer surface of the gloves, to detect both the cross over punching, the placement of the hands on the cheeks after each punch and the path of travel of the glove. The punchpad therefore requires contact switches, force sensors or other similar sensors to register the punches and actual punch force applied to an individual target zone.
An enhanced method of scoring punches can also be provided with the following additional steps: after detecting if user input has been received, the sensors in the target zone measure the force of the punch and communicates this to the processors (226, 232 and 32 as in
Other wireless technologies can also be used to connect the mobile device to the punch- and cycle exercise device: Wi-Fi, near-field communication, RFID, Bluetooth Low Energy, Zigbee, or other wireless communication technologies, or interfaces for infrared or other optical communication technologies.
Audio Cues and Feedback
Motivational and positive audio feedback, such as a sound simulating a boxer striking a punching bag, could be utilized to keep the user engaged.
In another embodiment of the invention, the auditory components in the punch-and-cycle device 20 include speakers 728 and microphones 726 to allow communication via voice-over-data between two competing users, between a user and an instructor or coach, or to all the users to hear instructions or motivations during a group exercise class while the user exercises at home.
In an exemplary embodiment of the invention, the user may electronically connect earphones via direct input through an audio jack, or through a wireless connection, such as Bluetooth or WiFi. The user may use headphones or headsets that include speakers and microphones to listen to auditory feedback from the punch-and-cycle device 20, communicate with other users, instructors or coaches, or to control the punch-and-cycle device 20.
Message Window on Punch Pad
In one embodiment of the invention, the punch pad 22 comprises a small message window above or below the target zones 26, such that written feedback may be relayed to the user in the form of small messages. The messages relayed in this small message window may include, among other relevant feedback, information related to when a new phase of an exercise program or class is about to begin or end, how much time is left in a particular phase of the exercise program or class, that a user must get into the proper position to start a new phase, etc. A small message window therefore provides the user with clarity about what is happening in a particular exercise program or class.
Bluetooth Module
In an exemplary embodiment of the punch-and-cycle device 20, a Bluetooth module may be integrated into the device so as to allow users to connect mobile devices, headphones, heart rate monitors 250, or other wearable devices 251. The Bluetooth module allows the punch-and-cycle device to monitor the biofeedback of the user through the user's various devices, including biofeedback such as heart rate variability, VO2 max, blood flow in the brain, etc.). In a group class setting, using an appropriate wireless connection protocol, such as Bluetooth ANT+FE-C protocol, would allow a user to connect their mobile device to a particular punch-and-cycle device, and further allow multiple punch-and-cycle devices to be connected and allow real time data collection to a hub for local or cloud storage, and for users to download the collected data later. If a user stops a session prematurely, the Bluetooth module in the punch-and-cycle device stays connected to the user's mobile device and allows for the user to download and view all of the data collected up to when the user stopped the session.
Methods/Functionality Machine Learning
In one embodiment of the invention, the user selects the desired training path to be followed when using the device. The user may choose certain preprogrammed and available training programs for solo training. The user may alternatively choose to allow the punch-and-cycle device 20 to choose a training program for the user based on current mental and physical conditioning and goals previously selected by the user for solo training. The user may also select to participate in a group exercise class or enter into a competition/tournament. If the user chooses a training path that allows for solo training, the user can progress to the next predetermined training program once the previous level has been mastered.
In some embodiments, the invention provides a method for interpreting the user's form in delivering a punch to a target zone, the method comprising: a) receiving motion data from a motion tracking device (such as a camera) based on the punch delivered by the user; b) interpreting the motion data by the motion tracking device using a machine learning algorithm; c) determining by the motion tracking device whether the user performed the punch correctly based on a reference model of the required punch movement; and d) providing by the motion tracking device a recommendation to the subject to increase the accuracy of the exercise movement performed by the subject based on the reference model of the exercise movement.
In some embodiments, the invention provides a computer program product comprising a non-transitory computer-readable medium having computer-executable code encoded therein, the computer-executable code adapted to be executed to implement a method for interpreting a punch movement performed by a user, the method comprising: a) providing a punching form guidance system, wherein the punching form guidance system comprises: i) a data storage medium; ii) a detection module; iii) an accelerometer module; iv) gloves with special markings/visual identifiers, v) a search module; vi) an interpretation module; and vii) an output module; b) storing by the data storage medium a reference model of the punch movement; c) detecting by the detection module the punch movement delivered by the user; d) searching by the search module the reference model of the exercise movement based on the punch movement performed by the subject; e) measuring by the accelerometer module a speed of the punch movement performed by the subject relative to the reference model of the punch movement; f) measuring by the special markings on the gloves an orientation of the punch movement delivered by the subject relative to the reference model of the punch movement; g) determining by the interpretation module whether the user performed the punch movement correctly based on the reference model of the punch movement using machine learning; and h) outputting by the output module a recommendation based on the accuracy of the punch movement delivered by the user.
Intuitive Adaptive Training (Method of Enabling Intuitive Adaptive Neuro-Active Conditioning Using the Punch-and-Cycle Exercise Device)
In exemplary embodiments of the invention, the punch-and-cycle exercise device 20 may implement a method of intuitive adaptive training using a punch-and-cycle exercise device, wherein the method has the following steps: presenting the user with a list of available training programs; the user selects a training program; logic in the punch-and-cycle exercise device 20 detects whether the user has first successfully completed certain pre-requisite training programs, e.g. the user must not be allowed to choose an advanced training program if the user has not first successfully completed the beginner training program. Should it become apparent during the exercise session that the user has selected a training program that is too difficult or too easy, logic in the punch-and-cycle exercise device 20 must ensure that the training parameters are adjusted to either make it easier or more difficult for the user depending on the need. To determine if a chosen program is either too easy or too difficult for a user, the logic in the punch-and-cycle exercise device 20 evaluates: if the user's hit percentage is either above or below a pre-set threshold; if the person's heart rate is elevated beyond certain pre-set parameters; and/or if the RPM decreases or increases to an unacceptable level. If one or more of these factors is not satisfied by the user, it means the resistance is too heavy or light, or that the difficulty level of the lighting sequences exceeds the user's current abilities or may be too easy. Upon detection of these influencing factors, the punch-and-cycle exercise device 20 will automatically adapt the training program by slowing down or speeding up the light sequences and/or increasing or decreasing the resistance of the cycling mechanism and/or increasing the length of the active rest period until the user has recovered from the over exertion or when the hit percentage has increased.
Still further, the method of intuitive adaptive training using the punch-and-cycle exercise device 20 may include a step of requiring the user at regular intervals to undergo a baseline assessment which will illustrate physical and cognitive improvements over time. The baseline assessments are then used to intuitively adapt: the speed of the lighting sequences; the length of the active rest periods; and/or the resistance provided by the resistance generator in the cycling mechanism.
In another embodiment of the invention where the punch-and-cycle device 20 is used in a group class or competition, a handicap could be applied to a user's profile based upon their individual baseline assessments or other data used by the logic of the punch-and-cycle device 20 to intuitively adapt training to each user. The handicap allows users of all physical and cognitive conditioning levels to compete against one another using the same chosen exercise program.
In an embodiment of the punch-and-cycle device 20, the types of training programs users may select from, include basic training programs at varied difficulty levels as well as training programs to improve specific executive functions, e.g., a program to improve decision making under pressure or a program to purely improve cardiovascular fitness with a lesser emphasis on the cognitive load. In the specific training programs the lighting sequences are set out to scientifically target particular parts of the human brain to ensure improvement over time. The specific training programs have a baseline expressed as a percentage and depending on the user's level of conditioning or cognitive abilities, the punch-and-cycle exercise device 20 presents the chosen exercise program at a higher or lower percentage. This means that the following parameters may be proportionately adjusted for the specific training programs: slow down or speed up the light sequences; increase or decrease the resistance of the cycling mechanism; increase or decrease active rest phases together with shortening or lengthening the next high-performance phases. Therefore, the user's physical and cognitive performance could improve as measured by an improved score for a specific training program over time. Different people with different abilities will therefore be able to follow the same type of program and still achieve cognitive and physical improvements over time.
Isokinetic Resistance: Method of enabling progressive resistance exercise on the punch-and-cycle exercise device
One embodiment of the invention includes a method of using speed variance by implementing the principle of isokinetic resistance on a punch-and-cycle exercise device to ensure counterbalance, which consists of the following steps: allowing the user to choose a resistance level at the start of the training program, wherein each such resistance level maintains a minimum resistance level throughout the training program (See the curves for Resistance setting 1, Resistance setting 2 and Resistance setting 3 of
Ability for a Master Trainer to Record a Training Session for Later Use
In an embodiment of the present invention, the punch-and-cycle device 20 allows a user to record high performance phases that can be incorporated into new training programs. These high-performance phases may be played back to the user immediately on the punch- and cycle device. When the user records a high-performance phase, the punch-and-cycle device may record the new phase on a comma-separated value (CSV) file. The CSV file may then be manipulated manually by the user or stored on the punch-and-cycle device 20 for later use by the user.
Method of Enabling the User to Compare Current and Past Performance Using a Punch-and-Cycle Exercise Device
In another embodiment of the invention, the punch-and-cycle device 20 includes a method which enables a user to compare the user's current and past performances using the punch-and-cycle device 20. When the user performs an exercise program, the user's biofeedback and score are continuously tracked by the punch-and-cycle exercise device 20. These results may be stored on a master server and then be made available to the user through the mobile app on the user's mobile device, through the console 32, or a dedicated website for the punch-and-cycle device 20. The results are arranged to enable the user to compare the part and current performances. The results may be arranged in a variety of ways including: showing the results of particular sessions in an arrangement that shows the user's improvement over time; or, comparing the aggregate score of the user with the user's biofeedback parameters.
Method of Enabling Real-Time Internet-Based Punch-and-Cycle Exercise Device Competitions (Tournaments): Users to Compete Following a Pre-Programmed Exercise Program
In an embodiment of the present invention, the punch-and-cycle device 20 utilizes a method that enables real-time internet-based competitions/tournaments wherein punch-and-cycle device users compete against one another by performing a pre-programmed exercise program. This method comprises forming a system of two or more punch-and-cycle devices 20 that are connected to each other via a wired or wireless connection to enable them to exchange information over a communication link. The punch-and-cycle devices 20 are also linked to a computer located either locally or remotely in the cloud to capture and store the information generated by the punch-and-cycle devices 20. Information stored in the cloud is then transmitted to the respective punch-and-cycle devices 20. Each punch-and-cycle device 20 has a punch pad and visual display to display the user's own performance and that of the other user(s). The visual display could comprise any type of visual display known in the art, such as: a cathode ray-tube (CRT), LCD display, gas plasma display, and LED panel display, etc. Each punch-and-cycle device allows the user to use the console 32 to start and stop the exercise program, set resistance levels, and manage other settings controlling the operation of the punch-and-cycle devices 20. Either of the console 32 and display, or both may be touch sensitive. Each punch-and-cycle device links to the mobile app on the respective user's mobile device. The mobile app on the user's mobile device allows user to select an exercise program and to enter into a competition/tournament with another user. During the competition/tournament, the punch-and-cycle device provides visual and auditory feedback to motivate the user and, for example, during the active rests of the competition/tournament, show the user the other user(s) score(s) to enable the user to keep track of who is “winning.” Once the user completes the workout, the mobile app on the user's mobile device displays a workout summary and comparative results after the competition/tournament and declares a “winner.”
For a user to select to compete in a competition/tournament mode, the user may communicate with a master server to indicate that the user wishes to enter into a “punch-and-cycle exercise device competition/tournament”. The master server can then respond with a list of exercise programs the user can choose from as well as displaying a list of names of other users who are connected at that time who similarly expressed their desire to enter into a punch-and-cycle exercise device competition/tournament. The user can respond by either: selecting another user first to compete with and then they decide on which exercise program to follow; or the user can select the exercise program first and have the Master Server respond with a list of names of users who accept the first user's challenge. If the user first selects an exercise program and the master server responds with a list of names, the user can then select a name or names from this list and start the punch-and-cycle exercise device competition/tournament.” Additionally, the competition/tournament may be an “open competition/tournament” where anyone is welcome, or may be a “closed competition/tournament” limited to a certain group of users to the exclusion of others. Alternatively, users may set up pre-set competition/tournament for themselves or the master server may set up pre-set competition/tournament.
Before presenting a list of names of other users who wish to enter into a punch-and-cycle exercise device competition/tournaments, from which the user chooses, the master server sorts through all the scores and matches the user(s) with other users with similar abilities or levels. If users of differing abilities or levels are matched or choose to compete against one another, the master server applies a handicap to enable users of varying levels to compete successfully against one another.
During and after the competition/tournament, the master server consolidates the biofeedback and scores of all the users both in respect of a specific exercise program and “globally across all exercise programs” that are available on the master server. Thus, the master server enters a user's scores on a global leaderboard, irrespective of which exercise program was followed.
Method of Enabling Real-Time Internet-Based Punch-and-Cycle Exercise Device Competition/Tournament Users Compete Freestyle
In an embodiment of the invention, as illustrated in
For a user to select to compete in a freestyle competition/tournament, the user may communicate with a master server to indicate that the user wishes to enter into a “punch-and-cycle exercise device freestyle competition/tournament” (box 800). The master server can then respond with a presenting the user with a choice of competition by mutual consent (box 801) or competition through a “Public Challenge” (box 809).
If the user responds by choosing mutual consent (box 801), then the master server can respond by presenting the user with a list of names of other users who wish to engage in a freestyle competition/tournament or allow the user to specify another user to compete against (box 802). If the other user consents to the freestyle competition/tournament, the user and the other user will select the number of rounds for the competition/tournament (box 803), and may choose for the competition/tournament (box 804) to either be completely freestyle (box 805) or based upon certain parameters (box 806), e.g., decision making under pressure, etc. Once the user and the other user select the competition/tournament type, they may begin the competition/tournament (box 808).
If the user selects the “Public Challenge” option (box 809), the user picks the number of rounds, the type of competition/tournament, specific parameters for the competition/tournament to be based on, etc. (box 810). Once the user has set up their desired competition/tournament, the master server publishes the competition/tournament details and the user's “Public Challenge” on a dedicated punch-and-cycle exercise device portal (box 811) where other interested users may “accept the challenge.” If another user(s) accepts the user's “Public Challenge” (box 812), the user is notified of the other user(s) acceptance (box 813), whereupon the user may select their opponent in the competition/tournament from among the other user(s) who accepted the “Public Challenge” (box 814). Once an opponent is selected the competition/tournament may then begin.
Before presenting a list of names of other users who wish to enter into a punch-and-cycle exercise device competition/tournament, from which the user chooses, the master server sorts through all the scores and matches the user(s) with other users with similar abilities or levels. If users of differing abilities or levels are matched or choose to compete against one another, the master server applies a handicap to enable users of varying levels to compete successfully against one another.
During and after the competition/tournament, the master server consolidates the biofeedback and scores of all the users both in respect of a specific exercise program and “globally across all exercise programs” that are available on the master server. Thus, the master server enters a user's scores on a global leaderboard, irrespective of which exercise program was followed.
Method of Reporting User Performance
In another embodiment of the invention, the punch-and-cycle device system includes a method of reporting user performance. After setup of the punch-and-cycle device and installation of the mobile app on the user's mobile device, the user may use the mobile application or console 32 to choose a training program to follow which in turn “instructs” or controls the integrated punch-and-cycle exercise device 20 to run a particular pre-programmed training program which accordingly allows the integrated punch-and-cycle exercise device 20 to then present the user with pre-programmed lighting sequences. The user's mobile device collects data from the integrated punch-and-cycle exercise device and stores it locally and transmits it to a cloud-based software service using WiFi or cellular data. The cloud-based software service stores the data. The software enables the cloud-based software service to collect data received from the integrated punch-and-cycle exercise device 20 through the user's mobile device, enables the cloud-based software service to process the data, and enables the cloud-based software service to provide feedback on the user's performance.
The punch-and-cycle device system can use these statistics and create an overview report of the user's cognitive and physical conditioning. The statistics can be interpreted along with the type of training program the user completed, e.g., if the user followed a training program with a more unpredictable pattern of lighting sequence, the system will be able to interpret the exercise statistics and make a calculation of the user's ability react to unforeseen circumstances while under physical and mental fatigue. The data that could be used to provide feedback to the user could include statistics including but not limited to: left-side hit percentage, right-side hit percentage; overall hit percentage; accuracy of punches to the upper and lower two target zones, respectively; force of punches to the upper and lower two target zones, respectively; average RPM; peak RPM; Calories burned; peak heart rate; average heart rate; average punch force; peak punch force; strength, speed and endurance; reflexes and reaction time (visual and auditory); hand-eye coordination; arm-leg synchronization; memory, focus and decision making; or range of motion.
The user's overview reports may be made available to the user's doctors, physical therapists, etc. The punch-and-cycle device system may recommend a training path based on the user's data and results. Further, the punch-and-cycle device system may also recommend a training path based on the user's chosen goals, e.g. if the user's goal is purely cardiovascular conditioning, a certain range of training programs can be recommended. Likewise, if the user wishes to improve decision making under pressure, the punch-and-cycle device system can recommend a different training path.
Method and System of Isomorphic Simulation of the Physical and Cognitive Demands Placed on a Racing Car Driver that the Driver would have Experienced had the Driver been in Actual Racing Conditions
A particular embodiment of the invention includes a method and system of isomorphic simulation of the physical and cognitive demands placed on a racing car driver that the driver would have experienced had the driver been in actual racing conditions. The punch-and-cycle exercise device 20 is a fully integrated tactical exercise system that isomorphically simulates cognitive and physical demands placed on a racing driver during a race by presenting a scientifically programmed lighting sequence via delineated target zones to which the driver must react while under high physical and cognitive pressure. These lighting sequences, when punched while cycling, allow the driver's heart rate to elevate and reach levels equivalent to that which a driver may experience during a race. Furthermore, the lighting sequences are such that they require the driver to do different things during the training session but which align with the cognitive functions the driver must do during certain stages and/or events of a race. For example, when a driver prepares to enter a high-speed corner, to successfully enter and execute the corner, there are very specific things the driver needs to do, such as changing settings of the car using buttons on a steering wheel, starting to apply brakes at a very specific place, bracing the body against the g-forces placed on the body during the high speed cornering and accelerate at the optimal place when coming out of the corner. The lighting sequences of the punch-and-cycle exercise device 20 simulates the demands of entering a racing turn by having the driver perform a certain predictable pattern of flashing lights similar to what a driver would do before entering a corner. The lighting sequences of the punch-and-cycle exercise device 20 can therefore tax the driver cognitively and physically at such a level that is comparable to what a driver would experience during a corner or series of corners. This happens all while the driver is cycling at a high RPM level which will together with the cognitive taxation, induce a heart rate which would be similar to, or above, that which a driver may experience during a corner or series of corners. The sequences can therefore then change to a pattern that will place more demands on the core muscles, the cardio-vascular system, endocrine system, cognitive, musculo-skeletal system etc. The lighting sequences will be very fast since the decisions that a driver needs to make, and the physical demands being experienced in such corner, or series of corners require fast reaction times, decision making ability under extreme physical, cognitive and emotional pressure while the heart rate is very high.
When the driver is going down a “straight”, the driver needs to focus on maintaining speed but there is less cognitive and physical stress placed on the body. This is therefore an optimum time for a low intensity exercise phase wherein the driver only needs to cycle but not punch. In alignment with racetrack timings of an actual race, a high performance phase lasts equally as long as it takes to go around a corner or series of corners. Similarly, an active rest phase lasts as long as it takes to go down a particular straight on a racetrack. Thus, the punch-and-cycle exercise device simulates the cognitive and physical load placed on a driver during a race by providing lighting sequences or rest phases if the racetrack data, in relation to the elapsed exercise time, indicates that the driver would be entering a corner or a straight on an actual race track.
During a race, the driver would additionally need to deal with unforeseen events such as a crash or an opponent trying to overtake him/her. The driver also needs to stay in contact with the pits and be capable of verbalizing what is happening in the car/on the racetrack while under severe pressure. Therefore, these events must be simulated through audio input in the form of commentary by a pit radio simulation (audio) and a sudden unpredictable, and unexpected lighting sequence being presented to the driver while the driver has a high heart rate. Voice recognition technology may also be used to enable the driver to respond to certain questions or instructions from the pit wall. Since the lighting sequences are scientifically programmed and custom made to a particular racetrack, the driver should continually know where he/she is on the particular race track either via audio or via visual representation of the track on the console 32. This will ensure that the driver mentally rehearses the racetrack while also receiving mental stimulation through the lighting sequences. The driver will therefore have an opportunity to increase his/her mental performance while the body is under physical stress. These prompts also ensure that the driver stays mentally engaged and that adrenaline, endorphins etc. are secreted similar to what would be the case were the driver in actual racing conditions. Prompts could take the form of a visual queue from the punch pad, or an audio queue.
The punch-and-cycle exercise device 20 may be used as a measurement tool or as a tool to test prospected previously identified driving talent, to measure their cognitive, emotional, and physical abilities under severe physical stress and could be compared to existing top racing drivers' pre-recorded profiles. Furthermore, the punch-and-cycle device 20 may measure actual improvements in a driver's physical, emotional and cognitive handling of the task of driving under pressure. A parameter such as heart rate can be used to compare the performance of a user (driver) to what the heart rate is normally during a race, thereby motivating the user and comparing the user's heart rate to what the heart rate would have been at a certain point in time or place in a race. Similarly, other parameters such as reaction time, hit percentage, hit accuracy, etc. can be compared and used as benchmarks.
Information gathered during an exercise session may be exchanged over a communication link to one or more remote devices to monitor the status of the user and to compare this information against the user's previously recorded profiles and/or to those of other racing car drivers for instant display on such remote devices. All the above benefits are achieved when a driver uses the punch-and-cycle device 20, without the risk of injury and wear on the body normally associated with high intensity training or testing.
Orientation Training
As shown in
If the user selects voice instructions, the voice instructions walk the user through each step of the training (box 902). After selecting voice instructions, the user is prompted to press start (box 903), whereupon a short countdown, e.g., five seconds, begins with visual and auditory cues given to the user (box 904). Once the countdown is over, the punch-and-cycle device 20 begins a neurological adaptation and calibration and warm-up phase (box 905). During the warm-up phase, the user may be given instructions on where to place the user's hands before and after the user punches, where the user should hit the target zones, etc. (box 906). The warmup phase may include several rounds, each with its own set of instructions (box 907) and may include visual and auditory cues to signal the user's advancement through the warmup phase and the beginning of the next phase of the orientation training (box 908). Once the warmup phase is completed, the user begins a minimum of three rounds in the high-performance exercise phase (box 909). During the high-performance exercise phase, a short countdown, e.g., five seconds, accompanied by visual and auditory cues signifies the start of each round of high performance exercise (box 910). Each round of the high-performance exercise phase includes a high-performance portion and an active rest portion (911). Once the user completes the high-performance exercise phase, a cooldown phase starts (912). During the cooldown phase, the user is prompted to cycle while stretching and breathing. The punch-and-cycle device also displays the user's statistics and biofeedback from the orientation training to let the user know how they did. The data captured by the punch-and-cycle device is then sent to the cloud for storage and processing (box 913).
If the user selects written instructions, the user is given a set of written instructions on the punch-and-cycle device's displays, such as console 32, before the start of each new step in the orientation training (box 914). The user is then prompted to press start (box 915), and given a countdown (box 916) similar to the one given if the user selects voice instructions. The rest of the orientation training is very similar to what the user experiences if the user selects voice instructions, with the main difference being that the user receives written instructions accompanied by pictures of correct use (box 917) of the punch-and-cycle device 20 during the warm-up phase (box 905). After going through multiple rounds during the warm-up phase (box 918), the user will work through a high-performance exercise phase (box 909), and a cooldown phase (912).
Method of Providing a Baseline Assessment
If the user selects to let the punch-and-cycle device 20 choose the program, the punch-and-cycle device will start with a baseline assessment (box 1002). The user is then prompted to press start (box 1003), and a short countdown, e.g., five seconds, with visual and auditory cues begins (box 1004). Once the countdown is over, the punch-and-cycle device 20 begins a neurological adaptation and calibration and warm-up phase (box 1005). The warmup phase may include visual and auditory cues to signal the end of the warmup phase and the beginning of the next phase of the orientation training (box 1006). Once the warmup phase is completed, the user begins a high-performance exercise phase (1007). Before and during the high-performance exercise phase, a short countdown, e.g., five seconds, accompanied by visual and auditory cues signifies the start of each round of high-performance exercise (box 1008). Each round of the high-performance exercise phase includes a high-performance portion and an active rest portion (1007). Once the user completes the high-performance exercise phase, a cooldown (1021) phase starts. During the cooldown phase a user is encouraged to stretch and breathe. Statistics of the workout are accumulated and displayed as a score along with various biofeedback information (e.g., heartrate). The data captured can be sent (1022) to the cloud for storage and/or further processing tabulating. Also (1023) a user feedback assessment may be actuated wherein questions are posed: What were your goals? (For example, improved reaction time; better decision making under pressure; maximum calorie burn; etc.). Answers can then also be sent (1024) for cloud storage and processing. By virtue of accumulating user performance date and feedback, the system can predict and suggest (1025) workouts that would achieve stated goals for future use/reference. These can be complete workout sessions or suggestions of specific resistance/speed/duration for a desired effect. Progress over time can be measured and suggestions can be made as to lifestyle changes to help achieve goals.
If the user selects to choose an exercise program of their own (box 1009), then the user may choose between the previous user created programs or creating a new custom program (box 1010). If the user chooses to use a previous user created program, the user is shown their previous user created programs (box 1011), the user may select their desired program (box 1012), and the user may press start to begin the program after a short countdown (box 1013). The user will then progress through a warm-up phase (box 1014), a high-performance exercise phase (1007) and a cooldown phase.
If the user selects to create a new custom program, the user may then create new custom program, edit an existing user created custom program, or watch a tutorial video (box 1015). After choosing to create or edit a custom program, the user then selects or names a training program (box 1016) and selects how many rounds the program will have (box 1017). Next the user may choose a performance parameter, such as improved reaction time, improved decision making under pressure, maximal Calorie burn, etc. on which the custom program will focus (box 1018). The user then selects the resistance level to be applied to the custom program (box 1019), before saving and storing the custom program for later use (box 1020) and return to Menu (box 1026).
Method of Providing a First User Experience
As illustrated in
Upon start up, the punch-and-cycle device 20 displays a welcome screen on the console 32 (box 1100). The user is then prompted to indicate whether the user is a first-time user or an existing user. If the user indicates they are an existing user, the user is allowed to log in and use the punch-and-cycle device for exercise (box 1101). If the user indicates that they are a new user, the user is asked if the user would like to register a profile or use the punch-and-cycle device anonymously (box 1102). Should the user choose to register a profile (box 1103), the punch-and-cycle device prompts the user to downloads and use the mobile app on the user's mobile device to register (box 1104). The user then creates a profile on the mobile app, which may include entering information such as personal information, goals or areas of concern, and performance parameters they would like to improve upon (box 1105). The user is then prompted to view a demonstration of the punch-and-cycle device (box 1106) in either an instructional video or augmented reality demonstration (box 1107). The user is additionally prompted to log in to the punch-and-cycle device 20 (box 1120). If the user selects to view the video demonstration (box 1108), the user may view the video demonstration on either a built-in display in the punch-and-cycle device 20 (box 1109), on the internet via the user's mobile device (box 1110), or on the console 32 (box 1111). If the user chooses to view the augmented reality demonstration (box 1112), the user opens the augmented reality demonstration on the mobile app on the user's mobile device (box 1113), and watches the demonstration (box 1114). Once the user views the demonstration, the user is asked if the user would like to do an orientation training or an exercise session (box 1115). If the user selects orientation training, the user progresses through the orientation training as outlined in
If the user decided to use the punch-and-cycle device anonymously, the user is then allowed to use the console 32 to navigate through several menu options (box 1118). The menu options available to the anonymous user include: viewing a demonstration on correct use of the product, doing an orientation training session, or starting an exercise session (box 1119). If the anonymous user chooses to view a demonstration, the user progresses through steps 1107 through 1117, as described above. If the anonymous user selects orientation training, the anonymous user progresses through the orientation training as outlined in
Architecture and Description of the Operational Components
In one embodiment of the invention, punch-and-cycle exercise device 20 may be configured to communicate directly (i.e., without intermediate computing devices) with remote punch-and-cycle exercise device. In another embodiment, however, punch-and-cycle device 20 may communicate with remote punch-and-cycle exercise devices via a local computer. Such an embodiment may reduce the cost of the components provided within the punch-and-cycle exercise device, and instead move these components and functionality to a computer, such as a personal computer. Such an embodiment is illustrated in
In this embodiment, a computer 401 may be provided in connection with punch-and-cycle exercise device 20. A computer 401 may include software and/or hardware that provides a WAN interface 420, that allows communications from the computer 401 to remote devices over a wide area network. In addition, computer 401 may include operational logic 405, which is logic used for providing certain functionality of the present invention. For example, if punch-and-cycle exercise device 20 communicates certain user exercise data/biofeedback/score to the computer 401, and the computer 401 receives certain user exercise data/biofeedback/score communicated over the WAN 460 from remote punch and-cycle exercise device, the operational logic 405 may function to provide comparative analyses of the various user exercise data/biofeedback/score So that comparative information may be displayed on a computer display. In this regard, the information may be displayed on the display of the computer 401, or, alternatively, may be communicated to the punch-and-cycle exercise device 20 and displayed on a display of the punch-and-cycle exercise device.
In the embodiment of
Likewise, in this embodiment, the punch-and-cycle exercise device 20 may include a computer interface 430, which is a companion to the punch-and-cycle exercise device interface 410 that allows communication between the two devices. The punch-and-cycle exercise device 20 may also include operating component control logic 320, which may include logic for controlling the various operational components (e.g., speed of lighting sequences, etc.) of the punch-and-cycle exercise device 20. In one embodiment, this operating component control logic 320 may include logic 325 for controlling various operational components in relation to training program data which may be stored in a memory device (not shown in
Likewise, a similarly illustrated embodiment is shown in
Reference is now made to
Reference is now made to
In addition, or alternatively, the punch-and-cycle exercise device 20 may include a WAN interface 520, similar to that discussed in connection with
The punch-and-cycle exercise device 20 also includes memory 540 that may include operating control logic 544, as well as operational data 546. The functionality of the operating-control logic 544 has been described above in connection with other embodiments, and a similar functionality and implementation may be provided in connection with the embodiment of
As previously mentioned, additional functional components may be included in the embodiment of
Reference is now made to
Again referring to the computer gaming industry, web sites are known that consolidate games that allow users from all parts of the globe to compete. The server 610 may be configured to operate in a similar fashion in the context of fitness events, where a user having a punch-and-cycle exercise device may wish to compete in a competition/tournament with another user. Through logic or circuitry provided in connection with the punch-and-cycle exercise device, the user may communicate with the master Server to identify that a competition/tournament is desired. The master Server may then respond with a number of options or choices for the user. For example, the master computer may simply provide a number of training programs (defined by training program data) that the user could access for individualized use (i.e., not a competition/tournament). Alternatively, the master computer may allow a user to couple or join up with other users for period competition/tournaments. In so joining the users, the master server 610 may be configured to allow the users to select a particular training program, e.g. “improving decision-making under pressure”. Users may be further screened based upon skill level classifications (taken from the baseline assessment), or classes based on a ranking system unique to the punch-and-cycle exercise device 20.
It should be appreciated that the various configurations that may be provided by the master server 610 are virtually limitless and the present invention is not deemed to be limited by any particular implementation.
In keeping with the description of this embodiment, reference is now made to
With regard to the master server 610, the master server 610 may include stored training program data 612, logic 613 for overseeing or monitoring the user exercise data/biofeedback/score of all the users in a given competition/tournament, logic 614 for coordinating multiple users for a single competition/tournament, as well as logic 616 for communicating performance data to all users of a given competition/tournament.
The master server 610 may also include an associated database or datastore 617 that may be used to store user dependent information. Using such a database 617, once a user has entered certain personal data (e.g., age, or performance-defining factors), this information may be stored and retrieved in subsequent sessions, so that a user does not need to reenter it. Likewise, the master server 610 may automatically log and store certain performance-defining factors as users perform in competition/tournament events, so that it may use such information when a user signs on (or logs in) for future events. Such information may be used, for example, to assign certain users to certain performance-level events, to handicap certain users based upon their past performance, or for a variety of other reasons. The present invention is not deemed to be limited by any particular implementation of one or more of these functional units, and therefore a description of each need not be provided herein.
In a fitness center (such as a boutique punch-and-cycle exercise device studio) the exercise devices could be coupled over a LAN which then connects to the master server over the WAN. For individual users that are located remotely, the user can connect to the master server through a computer (e.g. through the mobile app on the user's mobile device such as a smart phone or tablet). Further, users are able to enter into competitions with others by connecting punch-and-cycle exercise devices to the master server through a computer (e.g. through the mobile app on the user's mobile device such as a smart phone or tablet) which then allows the master server to continually consolidate the competitions/tournaments consolidate participant biofeedback, and display the scores of the participants.
With Reference is now made to
Thereafter, such as on a later date/subsequent exercise session, the user may elect to “compete” against his or her prior stored user exercise data/biofeedback/scores. The punch-and-cycle exercise device 20 may then first download the user's stored user exercise data/biofeedback from the cloud storage, score and then compare instantaneous user exercise data/biofeedback/scores with stored user exercise data/biofeedback/scores, and display comparative information in much the same way as the punch-and-cycle exercise device previously described compared instantaneous performance parameters with user exercise data/biofeedback/scores received from remote punch-and-cycle exercise devices. Subject to this distinction, the embodiment of
In connection with the diagram of
Comparison logic 714 may also be provided to compare and/or display a user's instantaneous user exercise data/biofeedback/scores with stored user exercise data/biofeedback/scores of prior training programs done on the same chosen isomorphically-simulated race track. Race configuration logic 716 may also be provided that allows a user to initialize a competition/tournament by selecting one or more stored racing performances to compete against. Thus, for example, if a user selects a particular race track training program and repeats the training program day after day, each day's fitness routine may be stored for recall in a subsequent fitness activity. As more and more data gets stored, a user may select from one or more of all of these stored parameters to compete against. Therefore, a user could effectively compete against five or ten other users. In order to provide a more robust punch-and-cycle exercise device 20, a communication interface 720 may be provided that allows the punch-and-cycle exercise device to be interfaced to a computer, or alternatively, a wide area network or alternatively still, servers hosted on the cloud. Information Such as training program data or software updates may be communicated through this communication interface to enhance the features and functionality of the punch-and-cycle exercise device 20. For example, a remote server may be provided that includes a continually expanding selection of training programs from which a user may select. The punch-and-cycle exercise device 20 may, via the communication interface 720, access such a remote server to download training program data for an ever growing number of training programs. Likewise, the communication interface 720 may couple punch-and-cycle exercise device 20 to a computer. Training program data may be purchased through software or accessed via the internet via a computer and thereafter communicated to the punch-and-cycle exercise device 20 through the communication interface 720. In this regard, logic 722 may be provided for controlling the download of training program data and add new training programs to the training program selection for the punch-and-cycle exercise device 20. Likewise, logic 724 may be provided for controlling the downloading of software upgrades. With this logic 724, equipment purchases by a user may be effectively upgraded through the addition of enhanced features or functions through newer versions of software and available training programs. In this regard, the communication interface 720 may be utilized to communicate with, for example, a remote web site from which software upgrades are obtained.
In addition, a microphone 726 and speaker 728 may be incorporated into the punch-and-cycle exercise device (the embodiment of
In other embodiments, a microphone 726 may be utilized to allow a user to give spoken commands to the fitness equipment. In such embodiments, the punch-and-cycle exercise device 20 may include speech recognition or speech processing logic that is configured to recognize certain spoken commands, and adjust or configure the fitness in response thereto.
It will be appreciated that the embodiment of
Voice Over Data
Reference is now made to
Description of the architecture and Description of the operational components.
Reference is now made to
Therefore,
Reference is now made to
To provide this functionality, logic 1130 may be provided, which includes logic 1132 to compare a measured heart rate with a target heart rate. In this regard, a memory 1134 may be used to store certain target or measured heart rate information. The embodiment may also include logic 1140 to control a comparative display and measured target heart rates in such a way as to translate the target heart rate into a speed or velocity of a competitive racer. Although there are various ways in which this transformation or translation may be performed, it should be appreciated that the current user's current speed and heart rate may be used in the formula. Furthermore, it will be appreciated that the first few minutes of exercise may be discounted since a user's heart rate takes some time to elevate once an exercise is started. This would prevent, for example, a user from immediately getting behind in the start of a race. For a training program, additional implementation details and embodiments may be provided consistent with the scope and spirit of the present invention.
In one embodiment of the invention, the architecture of the punch-and-cycle exercise device system may include components such as: an integrated punch-and-cycle exercise device 20 that is Wifi and Bluetooth enabled, gloves 60 with embedded magnets, the console which is a touch screen and which communicatively connects to the main processor that communicatively connects to the Internet, log-in capability through username and password and/or third party authentication, and servers located in the internet, a smart phone or tablet 300 that communicatively connects to a processor/computer 32 which in turn communicatively connects to all the sensors 250/251 of the integrated punch-and-cycle exercise device. The smart phone or tablet 300 in turn hosts a mobile application which communicatively connects to a cloud 400/500 based software service that includes a server and a website accessible to the user and such user's authorized “members/users” such as doctors, health coaches etc. noted above.
The software enables the cloud-based software service to collect data received from the integrated punch-and-cycle exercise device 20 through the smart device 300, to process it and to provide feedback on the user's performance.
Group Exercise Class
In an exemplary embodiment of the invention, a punch-and-cycle exercise device 20 may connect to many mobile devices to allow for multiple users to use the same punch-and-cycle exercise device 20 in a commercial gym setting. The punch-and-cycle exercise device may include a “personal use mode” and a “group mode” (primarily for gyms). In the “group mode” there is a master device, where the instructor can initiate punches, and the instructor's commands are sent to slave devices that the users have to competition/tournament. The “group mode” may also allow for a score chart (electronic display screen), which uses and displays real time data captured by the punch-and-cycle exercise devices during a workout session, to be used within a commercial gym class setting, during and after the class, to better motivate users and promote competition among participants in a commercial gym group class. This principle can also be applied for master—slave mode through an internet connection (e.g. two friends who want to compete against each other). The mobile app may have a punch-and-cycle exercise device punch pad 22 on master—slave mode so that the instructor can program and pre-program an upcoming punch sequence on the fly. Thus, the master device leads the class with sequences created by the instructor that have their own unique timing, combinations, and punch-and-cycle exercise device light patterns.
An enhanced architecture of the system includes a hub to which a plurality of punch-and-cycle exercise devices communicatively connect; the hub in turn communicatively connects to a leaderboard to enable the visual display of the exercise statistics of participants in a group exercise class. Furthermore, the associated computerized process may also have one or more of the following optional executable steps: the main processor in the punch-and-cycle exercise device sends the data processed to the hub throughout the group exercise session; the hub continually sends the processed data (exercise statistics of each user in the group exercise class) to the leader board; the leader board in turn displays the processed data throughout the group exercise class; such users that have logged in to the system via the console may sync the mobile app with the hub after the end of the group exercise class and thereby download the exercise statistics or, the hub will send the data directly to the cloud for storage in the user's account.
As illustrated in
If the user chooses to join the class anonymously (box 1204), the user may choose to exercise without logging in (box 1205). The punch-and-cycle exercise device 20 is then pre-registered in the class and the data from the punch-and-cycle device is sent to the hub (box (1206). Once the hub receives the data, the hub connects to the local leaderboard in the class and displays the punch-and-cycle exercise device's unique identifier and the user's exercise statistics (box 1207).
It should be understood that various changes and modifications to the presently disclosed embodiment as described herein will be apparent to those skilled in the art. Such changes and modifications may be made without departing from the spirit and scope of the present application and without diminishing its intended advantages.
Number | Date | Country | |
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62979746 | Feb 2020 | US | |
62979677 | Feb 2020 | US |
Number | Date | Country | |
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Parent | PCT/IB2021/051429 | Feb 2021 | US |
Child | 17890529 | US |