This invention relates generally to activity trackers, and more particularly to an activity monitoring device and system that monitors a user's various activities, including a user's proficiencies while playing video games and their association with physical fitness activities.
A plethora of activity monitoring devices has been marketed in previous years, those of which monitor varying physical data. Those devices determine such items as step counts, heart rates, and varying other data points of biometric information. In some cases, global positioning information is entered and registered in order to determine distance equivalents and terrain modeling. However, none of those activity monitoring devices or systems currently track the user's online performance for specific sports or correlate that performance information with real world activity in the user's daily life. The interactions of online activity and real world activity are currently extremely intertwined. Therefore, due to this meshing of activities the embodiments disclosed herein arise.
An eSport is a multiplayer video game played competitively for spectators, typically by professional gamers. The present invention is an activity monitoring device and system for eSports fitness that comprises an eSports fitness band that has a physical housing designed to be worn by the user in which the device incorporates several technologies and sensors into the housing of said device. Such technologies are driven by sensors, such as gyroscopes, accelerometers, step counters, heart rate sensing, and Near Field Communication (NFC) technologies. These sensors calculate user activity data and output the data via BLUETOOTH® short range wireless technology. The present device may also incorporate a display screen in either touchscreen or light-emitting diode (LED) modes. The present device may also incorporate specific processing methods via circuitry, integrated circuit (IC) chips, and controllers. In some use cases NFC technology is employed to directly target the location of the user and NFC-tagged equipment, such as computer locations at local area network (LAN) locations during eSports events, gymnasium equipment and/or intelligent weight scales, in order to provide additional biometric data points. Data from video game play may also captured and compiled in order to ascertain the user's proficiencies while playing video games and their association with physical fitness activities.
This summary is provided to introduce a selection of concepts of the present invention in a simplified form that are further described in detail below in the DETAILED DESCRIPTION OF THE INVENTION. This summary is not intended to identify each and every key feature of the invention, which remains the exclusive purview of claims, nor is the Summary intended to be used as an aid in determining the scope of the claimed subject matter.
The embodiments disclosed herein relate to devices, systems, programs, methods, and computer processes for consolidating and analyzing data from multiple data sources. This includes segregated and overlapping data from multiple incoming data streams, physiological data, and related video game summary data. The data sources are combined to produce an overall performance scoring of the users' proficiencies in a plurality of predefined target goals as represented by percentages in each individual metric of that particular classification. The eSports fitness band is comprised of several sensors to receive the required biometric data.
In another embodiment, methods are inclusive of tracking and receiving data from a plurality of other biometric sources, thus creating a defined user stream of historical data.
In another embodiment, methods are inclusive of tracking and storing online video game play data for the user for a single or plurality of video games in order to combine the video game play data with the user's physical data streams, thus creating a defined user stream of historical data.
In another embodiment, methods are inclusive of relating the user's physical data streams and timing data streams from actual physical gymnasium and health and fitness related equipment and from activities such as golf, disc golf, basketball, football, baseball etc. These data streams would be acquired by use of Radio Frequency Identification (RFID) and/or NFC short range wireless technologies in order to determine time of use, location, and type of a plurality of such equipment and activities.
In accordance with one embodiment of the present invention, an eSports fitness and training system is disclosed. The system comprises: a cloud data repository; a wearable activity tracking device having: a plurality of sensors contained therein, wherein the plurality of sensors generate physical fitness data of a user; a processor; a memory for storing the physical fitness data of the user; and a short range wireless communication device for transmitting the physical fitness data of the user according to a Bluetooth wireless protocol; a near field communication (NFC) chip for transmitting the physical fitness data of the user according to a NFC wireless protocol; a video game platform that generates user game play data as the user plays a video game on the video game platform and that transmits the user game play data to the cloud data repository; an exercise device that generates user gym data as the user exercises on the exercise device and that transmits the user gym data to the cloud data repository, wherein the exercise device has an NFC reader to receive the physical fitness data of the user according to the NFC wireless protocol; and a mobile electronic device having: a processor for executing a mobile software application that allows the user to input nutritional data; a memory for storing the mobile software application; and a short range wireless communication device to communicate with the short range wireless communication device of the wearable activity tracking device to receive the physical fitness data of the user according to the Bluetooth wireless protocol; and a wireless communication device to transmit the physical fitness data and the nutritional data to the cloud data repository; wherein the physical fitness data, the nutritional data, and the game play data are transmitted from the cloud data repository to a computer for use in a customized video stream, wherein the customized video stream comprises an overlay that is superimposed over underlying images of the video game that the user is playing, and wherein the overlay contains at least one of the physical fitness data of the user and the nutritional data of the user.
In accordance with another embodiment of the present invention, an eSports fitness and training system is disclosed. The system comprises: a cloud data repository; a wearable activity tracking device having: at least one of an internal measurement unit (IMU) gyroscope and an accelerometer, wherein the at least one of the IMU gyroscope and an accelerometer generates motion sensor data of a user; a processor; a memory for storing the motion sensor data of the user; and a short range wireless communication device for transmitting the motion sensor data of the user according to a Bluetooth wireless protocol; a near field communication (NFC) chip for transmitting the motion sensor data of the user according to a NFC wireless protocol; a video game platform that generates user game play data as the user plays a video game on the video game platform and that transmits the user game play data to the cloud data repository; and a mobile electronic device having: a processor for executing a mobile software application; a memory for storing the mobile software application; and a short range wireless communication device to communicate with the short range wireless communication device of the wearable activity tracking device to receive the motion sensor data of the user according to the Bluetooth wireless protocol; and at least one of a wired communication device and a wireless communication device to transmit the motion sensor data to the cloud data repository.
In accordance with another embodiment of the present invention, an eSports fitness and training system is disclosed. The system comprises: a cloud data repository; a wearable activity tracking device having: at least one sensor contained therein, wherein the at least one sensor generates at least one of physical fitness data and motion sensor data of a user; a processor; a memory for storing the at least one of the physical fitness data and the motion sensor data of the user; and a short range wireless communication device; a video game platform that generates user game play data as the user plays a video game on the video game platform and that transmits the user game play data to the cloud data repository; and a mobile electronic device having: a processor for executing a mobile software application that allows the user to view the at least one of the physical fitness data and the motion sensor data of the user; a memory for storing the mobile software application; a short range wireless communication device to communicate with the short range wireless communication device of the wearable activity tracking device to receive the at least one of the physical fitness data and the motion sensor data of the user; and at least one of a wired communication device and a wireless communication device to transmit the at least one of the physical fitness data and the motion sensor data to the cloud data repository.
In accordance with another embodiment of the present invention, a method for tracking eSports fitness data is disclosed. The method comprises the steps of: receiving physical fitness data of a user, by a wearable activity tracking device that is worn by the user, wherein the wearable activity tracking device receives the physical fitness data from a plurality of sensors contained therein; transmitting the physical fitness data from the wearable activity tracking device through a short range wireless communication device of the wearable activity tracking device according to a Bluetooth wireless protocol; receiving the physical fitness data, by a mobile electronic device through a short range wireless communication device according to the Bluetooth wireless protocol; receiving nutritional data, by the mobile electronic device, wherein the nutritional data is input by the user through one of input keys and a touchscreen of the mobile electronic device; transmitting the physical fitness data and the nutritional data from the mobile electronic device to a cloud data repository via a wireless communication device; receiving by the cloud data repository, the physical fitness data and the nutritional data; receiving by the cloud data repository, game play data from a video game platform on which the user is playing a video game; transmitting the physical fitness data, the nutritional data, and the game play data by the cloud data repository to a computer; creating a customized video stream on the computer wherein the customized video stream comprises an overlay that is superimposed over underlying images of the video game that the user is playing, and wherein the overlay contains at least one of the physical fitness data of the user and the nutritional data of the user; and streaming the customized video stream on the Internet.
In accordance with another embodiment of the present invention, a method for tracking eSports data of a user is disclosed. The method comprises the steps of: receiving at least one of physical fitness data and motion sensor data of the user, by a wearable activity tracking device that is worn by the user, wherein the wearable activity tracking device receives the at least one of the physical fitness data and the motion sensor data from at least one sensor contained therein; transmitting the at least one of the physical fitness data and the motion sensor data from the wearable activity tracking device through a short range wireless communication device of the wearable activity tracking device; receiving the at least one of the physical fitness data and the motion sensor data, by a mobile electronic device through a short range wireless communication device that communicates with the short range wireless communication device of the wearable activity tracking device; receiving nutritional data by the mobile electronic device, wherein the nutritional data is input by the user through one of input keys and a touchscreen of the mobile electronic device; transmitting the at least one of the physical fitness data and the motion sensor data from the mobile electronic device to a cloud data repository via at least one of a wired communication device and a wireless communication device; transmitting the nutritional data from the mobile electronic device to the cloud data repository via the at least one of the wired communication device and the wireless communication device; receiving by the cloud data repository, the at least one of the physical fitness data and the motion sensor data; receiving by the cloud data repository, the nutritional data; receiving by the cloud data repository, game play data from a video game platform on which the user is playing a video game; and transmitting the nutritional data, the game play data, and the at least one of the physical fitness data and the motion sensor data by the cloud data repository to at least one of a user viewable website portal and a computer for creating a customized video stream that is streamed on the Internet.
In accordance with another embodiment of the present invention, a method for tracking eSports data of a user is disclosed. The method comprises the steps of: receiving at least one of physical fitness data and motion sensor data of the user, by a wearable activity tracking device that is worn by the user, wherein the wearable activity tracking device receives the at least one of the physical fitness data and the motion sensor data from at least one sensor contained therein; transmitting the at least one of the physical fitness data and the motion sensor data from the wearable activity tracking device through a short range wireless communication device of the wearable activity tracking device; receiving the at least one of the physical fitness data and the motion sensor data, by a mobile electronic device through a short range wireless communication device that communicates with the short range wireless communication device of the wearable activity tracking device; transmitting the at least one of the physical fitness data and the motion sensor data from the mobile electronic device to a cloud data repository via at least one of a wired communication device and a wireless communication device; receiving by the cloud data repository, the at least one of the physical fitness data and the motion sensor data; receiving by the cloud data repository, game play data from a video game platform on which the user is playing a video game; and transmitting the game play data and the at least one of the physical fitness data and the motion sensor data by the cloud data repository to at least one of a user viewable website portal and a computer for creating a customized video stream that is streamed on the Internet.
Embodiments of the disclosure will become more fully understood from the detailed description and the accompanying drawings, wherein:
The description set forth below in connection with the appended drawings is intended as a detailed description of presently known exemplary embodiments of the disclosure and is not intended to represent the only forms in which the present invention can, may, or could be constructed and/or utilized. The detailed description sets forth the functions and the sequence of the steps for constructing and operating the disclosure in connection with the illustrated embodiments as well as the best mode of carrying out the invention. It is to be understood, however, that the same or equivalent functions and sequences can be accomplished by different exemplary embodiments that are also intended to be encompassed within the spirit and scope of this invention.
The eSports fitness band 102 may be worn on the user's wrist and it will gather all the needed information for the fitness data 34 from its incorporated electronic sensors (e.g IMU gyroscope, heart rate sensor, etc.) and store them on the on board memory 03 of the eSports fitness band 102 until a synchronization process transfers that information via a wireless communication device/protocol (e.g. BLUETOOTH®) to the user's mobile electronic device 18 (e.g. smartphone). The mobile electronic device 18 will use its processor to execute software applications that are stored in the memory of the user's mobile electronic device 18 to transmit all of the data to the cloud data repository 22 for analytics and for display on the user's web portal 23 and/or on software applications residing on the user's computer 24. The user's mobile electronic device 18 will have transmitter and receiver circuits (transceiver circuits) which use one or more communication protocols/systems (either wired or wireless) to transmit data to and receive data from other devices and/or networks.
The eSports fitness band 102 data stream is inclusive of all compiled data by the eSports fitness band 102 and thus emitted through wireless communication technology (e.g. BLUETOOTH®) to the associated mobile application stored on the user's mobile electronic device 18. The user's mobile electronic device 18 will have wireless transmitter and receiver circuits that will use the wireless communication technology/protocols to receive the compiled data stored on the eSports fitness band 102 memory 03 and transmit them to the cloud data repository 22. The user's mobile electronic device 18 will contain and host the proprietary mobile application for the initial repository of information in a Generic User Interface format for the user to review and edit the compiled information. Data may then be transferred via cellular data connection or WI-FI® connection to the main secure storage located on the cloud data repository 22. The user may choose to review the stored information on the cloud data repository 20 via HTML on a personal computer 24.
Users may choose to export data via a proprietary application that is housed and hosted on the user's computer 24. This export method would then allow for customization of the exported data for inclusion into a customized overlay 30 in which the data will be exported after being formatted correctly for inclusion in a video stream and/or content delivery network. The customized overlay 30 will encompass the users' physical fitness data 34 that was gathered from the eSports fitness band 102 and formatted to be superimposed over the images of the video game 32 so that video game 32 media content can be seen under the customized overlay 30. The customized overlay 30 will also contain additional user data options for display on the user's system and through the user's streaming accounts (e.g. TWITCH®, HITBOX®, YAHOO® games, etc.) such as programming hotkeys and multiple profile options.
The software application that resides on the user's desktop/laptop computer 24 may gather all available and registered statistical data from the user's video game 32 play data 38 of video games 32 that the user has registered with the system 100. This statistical data is then compiled, and though proprietary algorithms, a synopsis of all statistical data is provided to the user via graphical and numerical displayed data points. These data then are used to provide the user benchmarks of performance against other users and additional performance benchmark targets for the user to attain that will assist the user in attaining greater performance through physical activity to achieve better performance in the activities of video game 32 play (see
The above-mentioned metrics for video game 32 play enhancement are achieved by the gathering of the statistical data of video game 32 play such as movement, kills, attacks, deaths, in-game achievements, and all other available data points of in-game performance. This data after post-compilation is compared to the user's physical fitness data 34 graphs and nutritional data 36 that has been gathered via the eSports fitness band 102 and stored in the cloud data repository 22. Through proprietary algorithms the data is verified and leveled to produce the final readings and findings on performance and performance enhancements.
The user, also through the use of the proprietary accompanying software, may also stream these metrics from the user's computer 24 systems onto social media outlets and other content streaming websites.
In one embodiment, the user may use his computer 24 to connect to the Internet via wired or wireless communication systems/protocols and to log into his account on the system's 100 computer-based portal 23 and access the system 100. The user may then choose from a variety of video game 32 options and proceed to the customization phase or sections of the application in order to select from a variety of options and display metrics for the streaming of content. Once that is completed, the system 100 will create and embed the chosen overlay 30 onto the desired video game 32 stream. Screen captures and other options may also be available for social media sharing.
The eSports fitness band 102 also has a processor 05 for implementing software that is stored on the on board memory 03. The processor 05 serves as the central point for induction of all relevant information supplied by the eSports fitness band's 102 biometric sensor arrays.
The eSports fitness band 102 may also incorporate a vibration motor 11 that will silently notify the user of certain alarms and notifications being received by the eSports fitness band 102. The vibration motor 11 may be installed in an encasement of a main electronic housing of the eSports fitness band 102. The vibration motor 11/motor driver shall be as or similar.
The eSports fitness band 102 may receive data from an optical heart rate sensor 10. The eSports fitness band 102 uses optical heart rate sensing through the use of photo plethysmography (PPG). Heart rate data is then produced from the combined data sources of the optical heart rate sensor's 10 optical emitter, digital signal processor, the accelerometer and, through proprietary algorithms, motion tolerant heart rate data is produced for display and data storage in the user(s) real-time and historical profile. Even with the technology used in the eSports fitness band 102, there are varying factors that increase or decrease the accuracy of the PPG readings, such as optical noise, skin tone of the user, sensor location, and low perfusion. The items are compensated for in the optomechanics dealing with the correct wavelengths for the specified body location, optomechanical coupling to reduce sunlight, multiple emitters, emitter spacing, gross displacement between sensor and skin area, and signal extraction algorithms.
The eSports fitness band 102 may also have short range wireless communication devices/protocols 12, such as BLUETOOTH® 4.0 or the like. The wireless communication protocols 12 may be incorporated into the system 100 with sync ranges of approximately twenty feet. This type of wireless communication protocols 12 will help provide secure communication from the eSports fitness band 102 to the user's mobile electronic device 18 (e.g. cellular phone) in order to update the user's data that is gathered from the sensor arrays on the eSports fitness band 102 and stored in the eSports fitness band's 102 on board memory 03.
Near Field Communication wireless communication protocols may be incorporated into the eSports fitness band 102 in order to create a wireless link to NFC readers that are located in such areas as gymnasiums, video game 32 tournaments online and live events and their associated access points. Use of the NFC technology will allow the eSports fitness band 102 and its associated software to compile information regarding the user as to time of use on certain NFC tagged physical training equipment (e.g. workout cycles, weight benches, lifecycles, rowing machines, etc.). In addition, NFC readers on intelligent weight scales 44 may also be used to register the user's additional biometric data, such as the user's weight and body mass index. The eSports fitness band 102 software will then compile and release leveled and summed data regarding the user.
Additionally, the NFC chip 13 incorporated in the eSports fitness band 102 may be used to connect with additional reading sensors to locate seated positions in eSports events for additional activities. Regarding eSports events, a player may qualify for a LAN event after concluding an online video game tournament event. A player typically arrives at a physical stadium/arena/event center and scans into the eSports system and is therefore assigned a seating position in the LAN event. The player may tag into the computer located at a certain seat location and verify his location; i.e. the seat location may be equipped with an NFC tag that will communicate with the NFC chip 13 within the eSports fitness band 102. As the LAN event continues, players can log into other seats and be tracked as to their position at the LAN event. Due to the fact that players move around during these contests, tracking of such movement is imperative. The player, who is wearing the eSports fitness band 102, may log into their specified seating location in the eSports arena via the NFC chip 13 and be tracked by the system 100 as to his location, seat assignment, etc. in the LAN gaming center/arena. Also, this allows online tournament providers who create these eSports events to pre-assign area seating and thus reduce the need for additional personnel at the eSports event. The NFC tagging and assignment would be controlled by the same computer software program that is incorporated in the eSports fitness band 102 software and it would be stored and executed on the memory and processor of the computer(s) that is hosting the LAN event. A computerized model of the LAN event center and its seating may be displayed via the software and by clicking on any seat in the computerized model, a viewer would be able to see the player's information.
An IMU gyroscope 14 may be used with the eSports fitness band 102. A six-axis accelerometer/gyroscope may be used to perform nine-axis motion fusion algorithms. This will allow for elevation and arm tracking of the user for certain applications and for precision tracking of both fast and slow motions made by the user. The IMU gyroscope 14 may feature a user-programmable gyroscope with a full-scale range of ±250, ±500, ±1000, and ±2000°/sec (dps), a user-programmable accelerometer with a full-scale range of ±2 g, ±4 g, ±8 g, and ±16 g, and a compass with a full-scale range of ±1200 μT.
The eSports fitness band 102 may also use temperature sensors to provide temperature readings via a 16-bit signed value representing the internal device temperature.
The eSports fitness band 102 may also have an accelerometer 15 that may be used for distance measurement. Single-axis or multi-axis accelerometers 15 may be used to measure the user's direction, proper acceleration, step recognition, and gesture recognition. Based on step count provided by accelerometer 15 measurements, the total distance traveled will be summed using the base calculation of an average stride length of 32 inches. For example:
d=√{square root over ((x2−x1)2+(y2−y1)2)}
For step counts, the eSports fitness band 102, via sensor data from the accelerometer 15, will calculate the amount of steps of the fitness user wearer using the following equation sample, where a=acceleration; v=velocity; and t=time
a=Δv/Δt=(vf−vi)/(tf−ti)
This calculation is driven by the motion of the users arm in the forward and reverse directions as the user moves from point to point.
Bioimpedance sensors 16 may also be used to measure the user's heart rate, stress levels, respiration rate, and other user physiologic data points. The bioimpedance sensor 16 measures the resistance of body tissue through the use of small electrical currents between the sensors in order to calculate physiologic signals that provide the required information when placed correctly on the users' wrist.
The eSports fitness band 102 may also have water-proofing qualities. For example, the eSports fitness band 102 may adhere to water proofing standards in accordance with the IP Code, which classifies and rates the degree of protection provided against intrusion, dust, accidental contact, and water by mechanical casings and electrical enclosures. It is preferable that the eSports fitness band 102 of the present invention have ratings of IP67, and in some cases IP68. This will allow the submersion of the eSports fitness band 102 into water or another liquid without compromising the internal electronics encased/contained within it. This would allow the user to swim with the eSports fitness band 102 in depths of up to ten meters.
The user may have a computer 24 on which the user may play one or more video games 32. The user may also wish to broadcast or live stream his video game 32 play over the Internet through web services 20 and may employ streaming media 27, such as TWITCH®, HITBOX®, AZUBU® and the like to do so. Data from the eSports fitness band 102 may be transmitted to the user's computer 24 through web services 20. The user may then create a customized video game 32 play video stream 26 which includes the data received from the eSports fitness band 102. The streaming media 27 may then display the user's customized video stream 26, which shows the user's data from the eSports fitness band 102 overlaid onto and synchronized with the underlying base video game 32 that the user is playing. The result is that third parties may use their electronic devices to view the customized video stream 26 where they can see the user's statistics (e.g. heart rate, calorie burn, etc.) while he is playing the video game 32.
In an alternative embodiment, the eSports fitness band 102 may only be equipped with an IMU gyroscope 14 and/or an accelerometer 15 as its sensors. If the user wore the eSports fitness band 102 while playing a video game 32, the eSports fitness band 102 would receive motion sensor data 46 from these two sensors which may be used to provide information regarding the user's wrist movements and wrist activity during game play. The eSports fitness band 102 would gather and store motion sensor data 46 received from the IMU gyroscope 14 and/or an accelerometer 15 and send that information to the user's mobile electronic device 18 via its short range BLUETOOTH® wireless communication device/protocol 12. The user's mobile electronic device 18 would then send the motion sensor data 46 to the cloud data repository 22 for storage via wireless communication systems/protocols (e.g. WIFI®). The video game 32 play data 38 from the video games 32 that the user plays will also be send to the cloud repository 22 for storage via wired or wireless communication systems/protocols (e.g. WIFI®) on the video gaming platform. From the cloud repository 22, the user's video game 32 play data 38 and the user's motion sensor data 46 may be transmitted to either: 1) a user viewable website portal 23; or 2) to the user's desktop computer 24 where he may customize the appearance of the video game 32 and motion sensor data 46 and then use streaming media 27 to stream the customized video stream 26 on the Internet. For example, the customized overlay 30 may show the user's wrist movements, mouse clicks, etc. superimposed over the underlying video game 32. The user may also wish to include his nutritional data 36 and gym data 42 in the customized overlay 30 as discussed previously.
When calculating the user's calorie burn, the eSports fitness band 102 may measure user activity using a non-V02 max calculation based criteria such as heart rate, weight, age, exercise durations, and other criteria. These criteria's may be produced by the an IMU gyroscope 14, an NFC chip 13, and heart rate sensors 10 incorporated within the housing of the eSports fitness band 102. For example, where HR=heart rate; W=weight; A=age; and T=time;
Male: ((−55.0969+(0.6309×HR)+(0.1988×W)+(0.2017×A))/4.184)×60×T
Female: ((−20.4022+(0.4472×HR)−(0.1263×W)+(0.074×A))/4.184)×60×T
The eSports fitness band 102 may be used for hydration monitoring. This may be a manual data-point input wherein the user uses an action key 50 on the eSports fitness band 102 to insert predetermined selections in mL in order to track and record the totals of the user's water consumption during a current 24-hour period. The eSports fitness band 102 may also record multiple day average water consumption for the user. The software of the eSports fitness band 102 then uses algorithms to determine—by a calculation of body mass index, age, weight, calorie burn, local weather conditions, and other criteria averages—the actual water consumption by the user and an estimated total suggested consumption of water for the user. The results are then displayed on the users' mobile electronic device 18 application. The reminder settings on the user's mobile electronic device 18 application can be applied to access the alarm protocols and send a signal to the vibration motor of the mobile electronic device 18 in order to advise the user that additional water is required by the user based on the calculated metrics.
The user may choose to display all of the user's captured physical and nutritional data 36 metrics along with the user's competitive video game 32 ranking in the system 100, as well as the system's 100 automatically generated suggestions for increased proficiency based on user data. As an example, based upon the user's fitness data 34, the user's nutritional data 36, and the user's video game 32 play data 38, the system 100 may generate a suggestion to the user that the user needs to consume more water, lose weight, or exercise more if the user wishes to improve their performance in playing the video game 32.
In relation to disc golf, basketball, football and other outdoor related sports that would constitute additional exercise and activity-related data that would be incorporated in the required physical fitness metric datasets, such data would be retrieved from the eSports band's 102 sensor array of the 3D-Gyroscope 14 and 3D-Accelerometer 15 components. As shown in
Referring to
Referring to
Referring to
The user may also assign a “hotkey” shortcut value to the shortcuts so that while the user is playing and streaming he may change the output view of the profile on the fly during the users broadcast. For example, if the user is wearing the eSports fitness band 102 while playing a video game 32, the user may program a certain movement of his wrist/arm (e.g. rotating his wrist in a counterclockwise circle) to activate a hotkey that causes the video game 32 to switch between different fields of view (e.g. switching between first person and third-person views). Other examples of hotkeys would be that a certain hand movement initiates the play of a video clip, or displays a picture or emoji, or displays certain predetermined words in the chat section of the customized video stream 26. The gyroscope 14 and/or accelerometer 15 will sense the movement of the user's wrist/arm and if the motion sensor data 46 indicates that the user rotated his wrist in a counterclockwise circle, the BLUETOOTH® wireless communication enabled receiver/controller 52 would translate the user's hand and wrist movements and through proprietary algorithms interpret the signals in real time as to provide synchronous activity on the BLUETOOTH® receiver/controller 52. These actions would then be translated to simulate the activation of the hotkey. In this example, the field of view would be changed.
The foregoing description is illustrative of particular embodiments of the application, but is not meant to be limitation upon the practice thereof. While the invention has been illustrated with respect to several specific embodiments thereof, these embodiments should be considered as illustrative rather than limiting. Various modifications and additions may be made and will be apparent to those skilled in the art. Accordingly, the invention should not be limited by the foregoing description, but rather should be defined only by the following claims.
The present patent application claims priority to U.S. Provisional Application No. 62/290,302, entitled “eSports Fitness Band,” which was filed on Feb. 2, 2016 in the name of at least one of the inventors herein, and which is incorporated in full herein by reference.
Number | Date | Country | |
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62290302 | Feb 2016 | US |