1. Field of the Invention
This invention relates to physical exercise and multimedia, and more particularly to a device for integrating physical exercise with interactive multimedia systems such as game consoles, networks, and/or the internet.
2. Background
Over the years, various systems and methodologies for promoting wellness, physical activity/education, and/or brain development have been created. See, e.g. U.S. Pat. No. 7,108,635 for a “Yoga Mat with Body Contact Placement Indicia”; U.S. Pat. No. 5,949,951 for an “Interactive Workstation for Creating Customized, Watch and Do Physical Exercise Programs”; and, U.S. Pat. No. 7,063,535 for a “System and Method for Facilitating Early Childhood Brain Development”. Moreover, various setups have been developed for interactive multimedia systems useable for numerous applications. See, e.g., U.S. Pat. No. 7,158,676 for “Interactive Systems”; U.S. Pat. No. 5,464,946 for a “System and Apparatus for Interactive Multimedia Entertainment”; and, U.S. Pat. No. 7,401,100 for a “Method of and Apparatus for Synchronizing Interactive Content”. However, one drawback of these prior systems and methods is they do not provide a means for integrating anthropometrically-based physical exercise programs and education with interactive multimedia. Moreover, they do not suitably address normal health issues as well as a myriad of health problems such as ADHD, diabetes, and obesity through means of fun instructional material and readily available physical exercise curricula and content.
Modern, sedentary lifestyles characterized by activities such as: watching television and movies, using the computer and internet, and playing games on the internet and/or on gaming systems lend themselves to many health concerns. As a result of modern lifestyles, the Surgeon General warns that this generation of children may be the first with a life expectancy lower than that of its parents. Moreover, as many as 1 in 3 children are predicted to develop diabetes by age 20. Therefore, it is desirable to provide systems and methodologies for improving wellness through physical exercise and education while also appealing to modern lifestyles.
The present invention seeks to provide systems for integrating anthropometrically-based physical exercise and interactive multimedia, with the systems being fun and educational, promoting health and wellness, and appealing to those with modern lifestyles. Moreover, the present invention seeks to provide a means for making health and exercise readily available and accessible through the use of education and entertainment platforms.
At least one embodiment of the present invention provides an exercise/yoga mat which is used interactively with multimedia and is accessible to school programs, curricula, education, and the home. The exercise/yoga mat can be used alone or in conjunction with multimedia such as video displays and/or video games. Furthermore, the mat is a multi-functional design that supports proper positioning for multiple forms of physical exercise and training techniques for kids, adults, families, and teachers, facilitating such games and activities as yoga, martial arts forms and stances, dance, sports training, body sculpting, creative movement, and so forth. Various other possible embodiments comprise electronic interactive exercise/yoga mats with digital components, video displays, and/or video games, thus providing a user friendly apparatus compatible with the digital and entertainment environment.
The present invention provides exercise systems and methods with integrated multimedia devices that appeal to modern lifestyles while physically engaging participants. In at least one embodiment according to the present invention, an interactive physical exercise device is provided, said device comprising a mat with a top surface and a bottom surface, and a plurality of graphics disposed on the top surface of the mat, with the graphics specifically arranged to assist with proper body placement and alignment. An interactive system is also provided for instructing on proper use of said graphics.
In another embodiment according to the present invention, an interactive physical exercise system is provided comprising a mat with a top surface and a bottom surface, and a plurality of indicia disposed on the top surface of the mat, with the indicia specifically arranged to assist with proper body placement and alignment. Electronic equipment is disposed within the mat for detecting movement on and weight applied to the indicia and the top surface of the mat. An apparatus for interacting with the electronic equipment and providing feedback for proper use of the mat is also provided.
In another embodiment according to the present invention, a method is provided for an interactive physical exercise system comprising providing a mat with a top surface and a bottom surface and providing a plurality of graphics disposed on the top surface of the mat and specifically arranged to correspond with anthropometric points on a user's body. Furthermore, the graphics are used to assist with proper body placement and alignment. Instruction is provided for proper use of the graphics using integrated multimedia.
These and other further features and advantages of the invention will be apparent to those skilled in the art from the following detailed description, taken together with the accompanying drawings, in which:
The following description presents several possible embodiments. This description is not to be taken in a limiting sense but is made merely for the purpose of describing the general principles of the invention, the scope of which is further understood by the appended claims.
Embodiments of the invention are described herein with reference to illustrations that are schematic illustrations of idealized embodiments of the invention. As such, variations from the shapes and configuration of the illustrations are expected. Embodiments of the invention should not be construed as limited to the particular shapes illustrated herein but are to include deviations in shapes and combinations of shapes that result, for example, from different desired designs. A feature illustrated or described as square or rectangular can have rounded or curved features in various embodiments. Thus, the features illustrated in the figures are not intended to illustrate the precise shape of a feature or configuration of various shapes and are not intended to limit the scope of the invention.
The present invention provides apparatuses and methods for integrating physical exercise/education with interactive multimedia systems. Some embodiments are particularly applicable to use in live classes, video interactions, game play, and internet participation. Embodiments of the present invention are generally directed to exercise/yoga mats which can be used alone or in conjunction with multimedia such as video displays and/or video games. The mats generally provide multi-functional designs that support proper positioning for multiple forms of physical exercise and training techniques for numerous users, facilitating such games and activities as yoga, martial arts forms and stances, dance, sports training, body sculpting, creative movement, physical therapy, etc. The design symmetry of the mats corresponds to body symmetry, biological measurements, and postures. Other possible embodiments comprise electronic interactive exercise/yoga mats with digital components, video displays, and/or video games.
Integrated systems according to the present invention are intended to make health and exercise fun, readily available, and readily accessible via education and entertainment platforms. The systems are also intended to assist users by providing guidance for proper body alignment and varying combinations and sequences of movement. In this way, the systems can integrate exercise into various institutions where instructors and/or other users may not have the proper education or skill level to safely teach and/or perform physical exercise such as yoga and creative movement. Furthermore, the systems are intended to make fitness games/activities more focused and safe using alignment features that are cleverly embedded through the anthropometric, graphical layout.
At least one advantage of the present invention is the ability to support children's health, education, teacher/student relationships, family relationships, social networks and interactive play for education, entertainment, sports training, physical rehabilitation, and special needs. The apparatuses and methods of the present invention also offer teachers/instructors a tool to work with curricula and develop personal and multi-user trainings, as well as providing programs and learning tools for children and adults.
Furthermore, the interactive physical exercise and therapeutic movement methodology is useful in combining health, education and entertainment and has been developed for general wellness. Particular focus may also be placed on children's health, obesity and diabetes prevention, possible obesity and Type 2 Diabetes reversal, focused active learning for students with A.D.D. and A.D.H.D., anti-anxiety and anti-depression, possible reversal of asthma, neuro-physiological development, neurological reprogramming, rehabilitation and range of motion. Additionally, mat and yoga methods aid in proper organ system function, circulatory health, respiratory health, digestion, and endocrine and adrenal function to help regulate hormonal balance and detoxification processes. Yoga is also known to have calming and relaxing effects on the central nervous system. Moreover, because apparatuses and methods according to the present invention also focus on multi-functional designs accounting for anthropometrics, they are also applicable for numerous physical fitness programs and therapies facilitating high level technique and sports training for competitive athletics and non-competitive fitness and activities.
According to one embodiment of the present invention, an apparatus such as a mat or cushioned pad includes an array of graphics arranged for proper body placement and body alignment for yoga and multiple other forms of physical exercise. The arrangement of the graphics maps and guides placement for hands, elbows, knees, feet, sacrum, seat bones, belly, head, and any combination thereof for creative postures, movements, and sequences. The graphics also enable body placement in more effective positions to facilitate and support rehabilitation, balance, growth, posture, and proper anatomical alignment based on bones, muscles, and bone and spine lengths for age-appropriate anthropometric anatomy averages. The use of the apparatus also assists practitioners and instructors in: combining flowing sequences and combinations; and interactive play of physical exercise, methods, and games.
In a further aspect of the present invention, the apparatus may be used in conjunction with games, educational tools, and/or other interactive multimedia to guide users through sequences of postures and/or creative movements. The interactive multimedia combines the elements of physical exercise, methods, and games for interactive play. An array of technologies such as video displays, video games, the internet, and so forth may be used to deliver interactive multimedia. The combination of the mat and/or cushion apparatus with use of multimedia is designed to provide a fun interactive experience for teaching proper alignment for education and safety while focusing on health and wellness. Instructional material may be delivered through teaching, text, workbook, print, lyrics, music, video, multimedia, games, video games, graphics, animation, and/or web, so as to provide sequenced exercises and a protocol for interactive education and multimedia entertainment.
The games that may be associated with the apparatus and symbols on the mat and/or cushion incorporate a combination of print, video, and/or graphical output to synchronize use with the apparatus design. Further, the games may incorporate sound and music with symbols, body placement, and length of posture/positions and sequences synchronized with sound/music, and songs.
In a further aspect of the invention, an electronic and/or high-tech version of the mat and/or cushion may be provided. The electronic/high-tech mats and/or cushions may be used with gaming consoles, massively multiplayer online games (MMO), interactive classes, the internet, cell phone technologies, social networks, and so forth as a fitness based music and entertainment. This version of the mat may be based on anthropometric body measurements and proper positioning on timed systems and with biofeedback loops. The electronic/high-tech mats and/or cushions may comprise weight sensors, which can aid in facilitating balance and proper alignment. For example, with the yoga position “Down Dog”, otherwise known as “Adho Muhka Svanasana”, the pose is on hands and feet where the coccyx is moving up and back toward the ceiling while heels descend toward the floor. The weight sensitive measures can instruct and provide feedback for the user and/or practitioner on where the weight is distributed and which direction they should redistribute weight. In the Down Dog pose example, more weight should be distributed in the feet and legs and less in the arms, thus relieving weight burdens on and preventing overstretching in the shoulders.
The electronic/high-tech mats may be coupled with one or more of warning devices, LED lights, memory devices, associated speakers, speech synthesizers, audio/video feed/biofeed, realignment sensors or voice guidance to correct postures based on body measurements including height and weight, weight distribution, heart rate, length and timing of posture held, and timing of breath. Additionally, provisions can be made for reading of directional movement including spiral movements of energy lines (meridians) through the body (nadis); lifting and alignment of bones and skeletal structure, musculature, the pelvis, shoulders, spine, vertebrae, vertebral column, and biofeedback and instruction can be provided based thereon. The systems may further provide measurement of vital signs and brain frequency to give biofeedback on meditative state, including responsive light and/or audio guidance and/or voice guidance for breath control, programs for breath control techniques to change brain/meditative frequencies, and deep relaxation and de-stress techniques, programs and control systems.
The timing and biofeedback systems may, for example, instruct the practitioner and/or user on how long to hold a pose while also correlating the length held with the rhythm and timing of the breath. Breathing is a fundamental and important guideline to physical movement, bodily awareness, and mind-body control. Biofeedback systems may also provide feedback on biorhythms and functions of the body such as heart rate. The biofeedback systems may also assist with mental focus while training. Machine generation of original flow sequencing and programming can also be based upon the user's level of physical capability, performance, and increases/improvements in skill, flexibility, agility, strength, overall health, and brain function.
The electronic/high-tech version of the apparatuses may also be linked to systems such that movement or weight placement on various positions of the mat and/or cushion result in audio or visual response. In this way, the apparatus' combination of symbols and touch-sensitive, timed-response feedback loop with auditory and graphic instruction create an experience where the user creates a fitness-based interactive music and entertainment experience. For example, via movement and weight placement, a user can essentially become an instrument and/or music artist.
The following descriptions for possible embodiments of the present invention are provided as examples to help illustrate several appropriate uses for the present invention. The descriptions are not intended to limit the present invention to the examples provided. It is understood that many other variations of apparatuses and methods are appropriate under the scope of the present invention.
Chi Interactive Mat & Game
Referring to
The specially designed mats/cushions utilize symbols that are easy to recognize and are positioned on the mat for proper body placement. While the curriculum for the use of the mat is presented as an interactive game, it may also be referred to as a physical education program that promotes neuro-muscular development, motor coordination, agility, strength training, weight loss, and flexibility. The design allows various skill levels and variations in positions so teachers can easily implement exercise programs for different user's abilities.
This embodiment may further include teacher training programs, online tutorials and teacher training conferences to help educators successfully apply curriculum and mat packages to their classrooms.
By way of example and not limitation, dimensions for mats/cushions may be as follows:
The variation among the mats is such that the size and spatial relationship of the symbols and layout is according to biological measurement averages of the mat. Ages are approximate. A smaller toddler size and a combination mat/cushion may also be provided for toddler interaction such as in “Mommy and Me” programs (see below). Appropriate dimensions for such a combination toddler mat may be: 24″×60″×3-4 mm. The mats/cushions may be rolled up so they can be easily stored.
To accommodate various heights of students, the symbol spacing and size of the symbols provide for larger mat coverage and create enough space to compensate for different sizes. While a user is encouraged to touch the symbols associated with a movement or pose, it is sufficient if the proper body part is near the symbol (or within range for sensory detection of placement in high-tech versions). For example, if fingers or toes are within an inch or two of the symbol and such placement is coupled with mirroring the proper posture shown in the curriculum, the child will still be guided into a more technically correct position. It is better for the exercise to feel right than for the placement to be on the center of the symbol. The objective is for users to perform postures and movements with more accuracy, not perfection. The mat makes for easier learning and alignment and provides a way to properly develop skill levels.
A typical instructional lesson plan for this embodiment may provide a mat and lesson plans, instructions, and video instruction. Additionally, video and video games can be downloaded using the internet.
Teacher Training
Teacher training helps educators integrate the yoga and exercise curriculum into their classrooms, gyms, studios, homes, offices, and networks. The programs are designed with various lengths to meet teachers' and users' unique needs. The curricula are meant to be a tool, and the sequences are interchangeable. The programs can easily be allotted any length of time. For example, a daily 10-minute or 20-minute cardio and stretch practice can be set up, or shorter 5-minute increments of exercise can be used on busy days to help focus a users'energy. Alternatively, programs can be expanded to 30-minute sequences.
The mats/cushions are specifically designed as interactive tools to encourage safety, alignment, and creativity to movement. Teachers can utilize the mats to learn, design, and record programs. Teachers are not required to be on the mat while students perform exercises.
“Parent and Child”
Another example of an embodiment of the present invention comprises a matching “Interactive Mat Set” designed to facilitate two-person interaction, such as “Mommy and Me”™ type programs for parent and child yoga or teacher/student learning. In this example, matching symbols are arranged and applied to the same or different size mats, to inspire a play-a-long relationship, encouraging the child and/or user to observe and learn while moving in sequence alongside the parent and/or instructor. This can help to foster healthy parent/child or student/teacher interaction. The different sized mats may be placed adjacent to each other. Alternatively, a single mat may be provided that includes two or more adjacent sets of symbols arranged as set forth in the single mat.
At least one purpose of the symbols is to create a method/game that teaches exercise, yoga, and/or movement through functional design with an emphasis on technique. The symbols are strategically arranged to suit different body lengths. For example, the mats can be provided in three different lengths to cover height variations for toddlers, elementary school children, and older children to adults (i.e., over 5 feet).
An electronic version of a mat/cushion may also be used. The individual is measured from the heels through sacrum, shoulders, and to the tip of the head; sensors are placed in or on the mat at the various symbols to coordinate with the particular student's structure and size.
By way of example and not limitation, the following table (in conjunction with the mat illustrated in
Other embodiments are designed for different body size measurements; the mats can include various symbols, various dimensions of symbols and the mats may be of various dimensions appropriate for different size/age users.
Referring to
It should be noted that the symbols depicted in
Referring again to
A next instruction could be a right lunge (not shown) which comprises raising the right foot into the air to the mat crescent moon symbol 55. Proper instruction would also be advised, for example, to make sure that the right knee is perfectly centered over the ankle to assure a safe pose. The presence of the symbols on the mat creates a safer lunge position for the participant. The game can continue with lengths of “phreezes” according to the experience level of the participant. For example, five breathes in lunge pose equals approximately a 30-second hold for adult lung capacity; a breath comprises 1 inhalation and 1 exhalation. The mat interaction game also teaches balance. For example, the instruction can lead the participant to bring one or both hands off the floor, and the symbols may be described as left foot on the mat's rain drop 40, right foot on the mat's crescent moon 55, and both hands straight up to the sky.
While the symbols on the mats are selected for their appeal to the participants and ease of identification, the mats can be customized with various symbols, colors of symbols, characters and sounds which can be matched with video displays, games, recordings, or free flowing (free-styling) with music. Participants and instructors can customize the programs, sequences, games, curriculum, and therapies as they desire.
The programs used along with the mat are advantageous for teaching scenarios because the mat with symbols gives the teachers reference points to assist the participants into establishing correct positioning through a hands-on relationship with the participants.
The sequencing of a series of steps can be created and re-created by teachers, students and any participant and recorded and shared. This aspect is limitless and fosters creativity. The goal is to engage the participant and encourage them to reach a level where they can create their own poses, sequences, mapping, flowing, “phreezing”, and programming.
As an alternative to a live instructor, a personal trainer as animation or through audio recordings, videos, internet games, and so forth can be used to take the participants through the steps of the mat, and are beneficial to teach movements and sequences, as well as reminders for focusing on technique, create and achieve goals, and to instruct on proper alignment and technique as well as track students/practitioners progress and development of alignment, flexibility, strength, and posture. A video presentation demonstrating the use of the mat can make it easy to see symbols and proper body alignment of the instructor in the video. A corresponding video display and video game input can be live action, a combination of live action and animation, or animation alone, and can be presented in 2D and/or 3D, as well as in any variation of a virtual world or projection. Multiple training programs can be provided through print, a graphic overlay and/or interactive mode to accommodate varying skills levels, and to build skill levels, coordination, neuro-muscular developments, motor skill and dynamic control.
The observer can be the live instructor/teacher, or the electronic interaction between the instructor and participants can be live or through recordings. Participant can also use electronic interactivity for self evaluation, or multiple users can co-participate, compete, participate in dance battles and circles, or/and be simultaneously observed and instructed over networks. The mats and or virtual gaming programs can encompass a recording feature to share live, or through recordings, the symbol position locations, poses, sequences, classes, and creative programs.
As described above, a possible further embodiment of an apparatus according to the present invention comprises an electronic mat/cushion using an interactive gaming device. This provides added benefit for self-teaching and testing, personal training and coaching, as well as playing or interacting with others through networks and other programs such as live fitness classes, therapeutic programs and e-learning workshops. The interface can be used by single players or multiple players and can be delivered through multimedia video systems encompassing an array of technologies including broadcast, computers, consoles, internet, networking, and e-commerce. Storage devices for sharing music, video, and individually designed programs can be provided for networking based on mat functionalities.
Yet another possible embodiment of an apparatus according to the present invention is a multiple person mat. This multi-user mat may comprise: two separate mats, each of which has a set of identical symbols; one mat with two sets of symbols; or, one mat with more than two sets of symbols. Alternatively, multiple remotely located sets of mats can be used through networking.
In another aspect, the mat can be connected with an expansive array of technologies:
For example, the mat and/or mat symbols can be used to create online games, console games, 3D games, social network games for physical interactive game play and/or for edutainment and educational purposes.
The device function interacts with the digital space and provides a reference for performing one or more postures, moves or sequences of postures and moves through digital applications such as apps, downloadable games and content, interactive online games, multiple social/online games, social space, social platforms, and wireless devices either installed in the mat or through separate technologies such as cellular devices, internet devices, and other technological networks. The mat may contain or work directly with cell phone and/or wireless technology using the appropriate hardware and/or software.
Text and Voice technology activation with the device can be used for instruction and correction of postures but also to create workouts, games, and programs, teacher-student programs, kids teaching kids, trainer-trainee, teams training live, and/or recorded programs. Voice technology through a live or digital instructor can correct body alignment, increase training efficiency and teaching instruction, play-along, or create live or recorded audio and/or video and/or game program content and/or instruction.
The mat games and instructions expand into multimedia applications, social media, and social interactivity, and, through and crossing over digital space, internet, social networks, live chat through consoles, cellular networks, networks, interactive technologies and technologies unknown.
The mat is a game space for kids and adults to play while simultaneously live chatting and instant messaging, interacting through social networks through voice to text, text to voice, video to video in addition to game play and/or instruction with friends, competitors, classes, and dance circles.
It should also be understood that the mat can be formed to operate with and as a game console. With a motion sensing system, such as a depth camera system, the mat is a device that functions in a number of ways. Provides a map or foundation for proper alignment for postures, stances, and sequences of moves, while receiving/providing additional instruction and/or feedback regarding body positioning, breathing technique, alignment, balancing, and stabilizing, reading dispersion of weight, and vital signs. The mat and motion sensing system can create programs that can be shared live or recorded. For example, the mat and motion sensing system can be formed to work with the Kinect camera (or similar devices) so that physical bodies can be converted to in-game controls or video capture to propel live and recorded education system and gaming. However, in addition, the mat provides a foundation, increasing technical physical alignment and a way to teach and align the body correctly providing a spatial, or non-spatial representation of the images, and a way from which to build postures, sequences, game play, and instruction.
In this aspect, the participant's physical body becomes the game controller and can be recorded as a game character or teacher of the mat. These figures or comparative figures can demonstrate movements on the mat with the most anatomically correct musculo-skeletal and energetically aligned positions and movements in comparison to that of a game character or human participant model, where they can manipulate game characters, their own live images, in a multiplayer game setting, single player, or private training.
The device symbol locations and anatomical movements and postures create a way to develop social media and social interaction such as social networking, or game play with circles of friends and/or competitors on the mats live or against the game, or by simply using the symbol representations and combinations for instruction.
The locations of the symbols make it easier to build a solid anatomically correct foundation for postures and movements and simplifies correcting additional appendages or postures, and align other aspects of the body making it easier to respond to virtual game controller feedback.
Location of the mat is important in regards to the depth camera reading postures, and the feedback system. In some cases as in yoga, the mat is more effective facing different locations to read skeletal movement, as those positions depicted in
In another aspect and as depicted in
The mat can also be formed to include a sensor system therein. The sensor system is any suitable mechanism or device (electronic receiver) that is capable of identifying/sensing the location of the user on the mat, non-limiting examples of such sensors include pressure sensors, light sensors, etc. The anthropometric aspect to the device based on bone and spine lengths receives and sends input to the sensor system, and/or sensor system with motion sensor depth camera to adjust the location of the body placement points or symbols in order to best suit each individual physical body.
A mat sensor system may contain a graph system or new technologies for more accurate location reads underneath the symbol location system to accurately determine alignment, growth, efficiency, and improvement. Pressure distribution sensors can read balance, record location of positions using graphics and weight sensors and/or motion sensors.
The Mat and Graphic interpretation of the mat's symbol system through technology may include 2D, 3D, multidimensional image interpretations on the game and media application side, and LED light system and/or 2D or 3D spatial technology system on the mat side.
The mat may also include vital sensors (as understood by one skilled in the art) that can read vital signs determined by technology for weight, heart rate, blood pressure, energetic flow, but not limited to these vital signs or technologies.
Those skilled in the art of movement can set program standards, fitness pros, gamers, new technologists, this is in no way intended to be limiting.
It should also be understand that mat can be used with existing camera/game systems (such as the Kinect system by Xbox), or be formed such that present invention also includes such a camera/game system. In this aspect, the camera/game system includes all of the necessary software and/or hardware to enable the electronically facilitated features described herein. For example,
It should be understood that the motions, posturing, positions, etc. as described herein can be used with an actual mat as depicted and described. However, such motions can also be incorporated into a camera/game system with the mat depicted as a virtual mat that is generated by the camera/game system and depicted on a display. Thus, the user standing in front of the camera/game system is depicted, on the display, as standing on a virtual mat. It should also be noted that the camera/game system can also be formed to illustrate on a display virtual representations of the graphics that are disposed on the top surface of the mat, thereby provide various instructions and responses to and from the user.
Further, the features and functions described herein can be embodied in a computer program product that can be used by a camera/game system (such as that of the present invention or existing systems). An illustrative diagram of a computer program product embodying the present invention is depicted in
While all above-mentioned embodiments describe possible configurations of various systems and methods of the present invention, it is understood that they are included for illustrative and instructive purposes and are not included to limit the scope of the present invention.
Although the present invention has been described in considerable detail with reference to certain preferred configurations thereof, other versions are possible. The graphics/symbols, arrangement of graphics/symbols, and/or dimensions can be varied or altered to create any number of varying design patterns and mats/cushions suited to any size or variety of users. Furthermore, the mats/cushions can be interactively used in many different settings with any combination of multimedia. Accordingly, the spirit and scope of the invention should not be limited to the versions of the invention described above.
This application is a Continuation-in-Part of U.S. patent application Ser. No. 12/541,908, which was filed on Aug. 8, 2009, which was a non-provisional application of U.S. Provisional Application Ser. No. 61/089,400, which was filed on Aug. 15, 2008.
Number | Date | Country | |
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61089400 | Aug 2008 | US |
Number | Date | Country | |
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Parent | 12541908 | Aug 2009 | US |
Child | 13245519 | US |