1. Field of the Invention
The current invention is a portable game and exercise system with electronically-activated targets and a racquet which is brought into the proximity of the targets as the targets are activated.
2. Background
There is a need for an exercise system which provides an interesting game format. There is a need for a dynamic exercise system which is reconfigurable as the skill level of the user improves. There is a need for an exercise system which is low weight and compact so that the system is portable, such as for travel.
The current invention, PeoplePong™, is a portable exercise system that provides exercise similar to court games such as racquetball, tennis and basketball without the requirement of a court or a ball. The system can also be used for races, obstacle courses or an electronic form of “Tag”. In one embodiment, the system directs the player through a series of moves using electronically-activated targets which are placed and activated according to a player's skill level and exercise objectives.
The system is designed to be carried easily by the player and can be set up quickly in a variety of venues such as a living room, hotel room, garage, gymnasium or outdoors. The system is configurable and flexible and is played in a real, 3-dimensional environment. The entire system fits into a carrying case smaller than a shoebox, and no computers, monitors, mats or pads are required. The system does not require a separate gaming device such as PlayStation™, GameCube™, or XBox™, and everything required to play and exercise is included with PeoplePong system.
In one embodiment of the invention, multiple targets are positioned at desired locations in a three-dimensional space so that a player is required to make beneficial muscular movements in order to move a hand-held wand or racquet from the vicinity of one target to the vicinity of another target. These muscular movements may be over a relatively large range, so that the player must move his feet to travel between targets, or may be over a relatively small range so that the player may stretch and rotate without moving his feet in order to place the wand in proximity to the targets.
The targets are then activated in a random or designated order by a controller so that the player's attention is directed from target to target. In one embodiment, the controller activates targets via a radio frequency (RF) transmitter. When a target has been activated, it will signal the player, such as with a light and an audio pilot tone. In one embodiment, when a target is activated, it will begin to emit an infrared (IR) signature. If the wand is placed in the vicinity of the target while the target is still active as dictated by the controller, the wand will detect the IR signal and tally the event as a successful “hit”. If the target has been deactivated before the wand can detect the IR signal, the system registers a target miss. In other embodiments, other proximity detection means or contact sensing are used. In one embodiment, the target indicates success or failure with both a visual and audible feedback for the operator. The player then directs the control wand to the next target as defined by the selected game. The score, such as the cumulative number of hits in the game or a percent of target hits may be indicated. In another embodiment, the time required to successfully complete the sequence of targets may be determined and displayed.
In this embodiment, a controller in a hand held wand or racquet activates virtual targets which are placed in a space such as a room or outdoor area. The room or outdoor area serves as a virtual court. The player attempts to swing or otherwise position the racquet in the vicinity of targets as they are activated. The racquet detects targets which are within a detection range, and the controller logs such events as “hits” which are scored for the player. The system is configurable, such as described below and in the other embodiments.
System Layout
Targets are typically turned on by the controller randomly and for a player-selectable time period. If a player is of a high skill level, or if the targets are in close proximity to one another, the player should select a short duration for which targets remain active. If a player is less skilled, or if the targets are positioned far apart, the duration a target stays active should be lengthened by the player. If a target is not hit by the player in the allotted time, the target expires and the next target activates. Ideally, the player will be challenged to get to a target before it expires. As soon as a target is hit or expires, another target goes active, prompting the user to move from target to target as quickly as desirable.
In this embodiment, the player will not physically hit a target as he or she would with a real racquet and ball, so there may not be full racquet swings and follow-through. The players will typically need to pivot, twist and run in order to reach up and down, forward and back. This required movement may provide similar aerobic, stretching and hand-eye coordination as other games or exercise. This required movement can be established by a player to emphasize work on specific muscle groups. A player's progress can be monitored by recording game times or scores over several games, thereby encouraging the player to continue the exercise program. The court may be established indoors, so that the exercise may be continued in adverse weather. In this embodiment, the player may have a competitive gaming experience at the player's convenience without the necessity of scheduling a court and an opponent.
Additionally, as players become proficient they can set up target placement and timing in a manner that will allow them to swing forward and back to hit them, rather than just touching or poking at them.
In this embodiment, the system is composed of two main subsystems. A racquet or wand-like device may house the controller, and multiple target devices.
Racquet Controller
In this example, the command station racquet 400 is battery-powered. When the controller is turned on, it seeks targets that are within range and sets up the current system options. Then, all targets will do an extended flash/beep twice to indicate that the game is about to begin. Once the options are set, the player presses a “Game Start/Stop” switch 440 (not shown) on the racquet to begin play. When play is complete, the player presses the “Game Start/Stop” switch 440 again.
In this embodiment, the controller 300 is located within the racquet 400. This command station-equipped racquet transmits a radio signal to a target's radio receiver 220, turning on the target's first light 230 for an allotted period of time. Each target also contains an infrared (IR) emitter 240 that is powered on when the target is activated. The racquet contains an IR receiver 310 so that as the racquet gets within close proximity of the active target, it de-activates the target, records the target as a hit and activates the next target.
In this embodiment, the system uses RF activation from the control wand to the target with an IR feedback mechanism from the target to the control wand. The system can easily be implemented however with IR in both directions, RF in both directions or audio in both directions as well as a physical/mechanical feedback mechanism from the target or any combination of above or other mechanisms that fits a specific requirement that might preclude other control and feed back methods.
The controller may be incorporated into a player's racquet 400. Alternately, the controller may be a separate device. The controller-equipped racquet transmits a signal to a target's receiver.
Settings and Controls
Various settings and controls for game selection and difficulty may be set.
In one embodiment, whenever “Stop” is selected, either the percent hits or elapsed time, depending on the mode of play, is calculated to the last “hit”. In this manner, the player does not have to rush to hit the “Stop” button in order to get an accurate score.
The controller may be housed in a manner that it can be carried on or by the player, such as in the racquet, strapped to the player's arm; worn by the player such as a pager.
Targets may be temporarily attached targets to walls, ceiling, etc. with double-sticky tapes, Velcro, putty, magnets, suction cups, clamps, hooks or strings. For a permanent location, the targets can be screwed to the wall or wall bracket.
Targets
The targets may further include an RF receiver 220, an Infra Red emitting device 240 (not shown), and a main power switch 260 (not shown). In this example, each target is powered by batteries, such as 2-AA rechargeable NiMH, and is switched on when ready to play. When play is finished, the targets should be switched off. If the targets remain on for an extended period of time without use, they will go into sleep mode, thereby extending battery life.
In one embodiment, the target components include a cylindrical housing about 3 inches in diameter and about 1″ thick. The microprocessor 210 or microcontroller typically executes a custom embedded machine code such as the Microchip Technologies PIC16C505-04I/SL. A non-volatile memory 212 (not shown) such as an Atmel Semiconductor AT24C16N-10SI-2.7 16K EEPROM may be used. A radio frequency receiver such as Linx Technologies RXM-418-LC-S may be used for communication with the controller. The feedback device 288 may be of several possible types including infrared, such as a Fairchild Semiconductor 1N6266 I/R emitter; a magnetic coil; or an RF device. A visual indicator 230 such as Lumex SSL-LX5093SRC/C light-emitting diode may be used. The audio indicator such as a Soberton WST-1205S audio transducer may be used.
Mode Selection
Example of PeoplePong Racquet Controller Display Directions
In Court Mode, targets may be turned on by the controller randomly and for a player-selectable time period. The random mode simulates a real game, where the player does not know where the targets will be. The player can also set the mode to “Variable Time Mode”, allowing targets to stay active for varying times, simulating slow and fast “returns”.
In one embodiment, each target has its own unique identification. The controller sends out a signal such as “Target ‘8’ GO ACTIVE”. All targets may receive the message but only Target “8” will respond and go active.
If a target is hit while active, it sends back a “hit” message. From the message received by the controller from the hit target, the controller can simply tally a “hit” for scoring purposes or note which target was hit. Other statistics, such as the percentage of hits on each target, may be maintained and displayed to the user.
In one embodiment, the controller has an RF transmitter and the target has an RF receiver. The controller receives a feedback from the IR “hit”. In other embodiments where the controller is a base station, then both the target and the controller need an RF transmitter and receiver, or transceivers, since the controller may not be in the proximity of the target to receive an IR signal.
Sequential Mode is similar to Court Mode, except that the targets will activate in a serial, sequential mode. The targets can still be placed anywhere, physically, but will activate in the same order, over and over, forcing the player through a pattern. In this mode, the player will typically monitor improvement in percent of hits to determine improvement over time.
Timed Mode still allows for the placement of targets in any physical locations and, like Sequential Mode, turns targets on in a set order. However, instead of activating and deactivating after a certain period of time, the targets will stay on until “hit”, allowing the accumulated time to be tallied by the controller (racquet). This mode is best used for a race or obstacle course. Additionally, it enhances the Sequential Mode by giving the player a “total time” result when they finish a selected number of targets. For instance, the player may select to have 100 target activations, such as 4 targets in various combinations for a total of 25 times for each target. The player then monitors the length of time to hit all 100 target activations.
In Tag Mode, targets are placed on the players so they can play an electronic game of tag. Targets will use LEDs to show whether a player is tagged or untagged by the player with the racquet. In this mode, targets are placed on the actual players such as in a mesh vest. One player has the controller and is “it”. The player has to try to “tag” the other players' targets. Each target's LED blinks until it is hit, then turns solid so that a player is clearly “tagged”. The controller could also tally the elapsed time of each target to determine the rank of each player's evasive skills.
In one embodiment, one or many players may participate in a game. Each player receives a target, say numbers 1, 2, 3, and 4. Each target blinks until “hit” by a racquet. If desired, the player can review the length of time that passed from start until when each target was hit, on the controller by scrolling through that option such as: Target 1=1.50 minutes, Target 2=0.75 minutes, Target 3=2.35 minutes, Target 4=0.26 minutes.
In one embodiment, if there are multiple players, any of the racquets can be used to hit any active target. In this embodiment, a second player may “hit” a first player's active target.
In one embodiment, the utilities and play options are selectable by the player from a racquet display:
The overall purpose of the PeoplePong system is to provide a portable method for a player to get aerobic, callisthenic, competitive exercise while having fun, without constant access to a gym, tennis, or racquetball court. In fact, the product can be carried with the player almost anywhere.
The game has a competitive aspect, even for an individual—the player needs to get to the target before it expires and can try to attain or beat a score from earlier sessions. As the player's proficiency increases, he player adjusts the difficulty level by simply speeding up the TDT and/or by moving targets farther apart.
The game becomes even more competitive when more than one player is involved. Players can play individual games and compare scores or multiple racquets can be used during the same game, allowing two or more players to play at once (taking turns just like in a real court game). If more than one player is playing at once they can check the tally on their racquets at any time to determine (and compare) their scores.
If certain stretching or movement exercises are needed to work on a particular part of the body, the targets can be put in Sequential Mode and placed in a geometry that will move the player in a predetermined pattern. This mode could potentially be used to work a player (patient) through a prescribed Physical Therapy regimen.
For older or disabled players, the targets can be set in a position and at a pace that works for their needs. Even a person confined to a bed or chair can place the targets in close proximity and play with their upper body. Additionally, a person in a wheelchair could place the targets around a room or gym at the appropriate height and wheel around, hitting the active targets.
In the Timed Play Mode, any pattern could be set up to run players though a course, from something as simple as timing a “down-and-back” run, to an intricate obstacle course.
Tag Mode is like a simple, portable game of traditional tag that shows definitively that a player has been tagged and even shows how long the player evaded getting tagged.
In the previous embodiments, the targets communicated wirelessly with the controller. In other embodiments, the targets may be wired to a controller.
In one wired embodiment, the signals are conveyed from the wand to the target and back via a single conductor with common return path utilizing a simple ON/OFF signal.
In another wired embodiment, the signals are conveyed from the wand to the target and back via multiple conductor hardwired connection utilizing a serial data communication protocol such as RS-232 or RS-485 or direct parallel data activation protocol.
In another wired embodiment, the signals are conveyed from the wand to the target and back via coaxial, twisted pair or generic control cable utilizing direct connect RF signaling with embedded data and clock such as Manchester encoding or simple NRZ protocol or data over power utilizing AC coupling of data on top of the power.
In another wired embodiment, the signals are conveyed from the wand to the target and back via utilization of 125 KHz control protocols sent over the AC Mains wiring or newer “Homelink” type protocols designed for use with networked computers but which is applicable in this embodiment.
In some embodiments, communication between a target and the controller may be by RF transmitted connection, contacted or non contact, using any regulatory acceptable RF transmission method.
One RF embodiment utilizes allowed radio spectrum transmission modes such as OOK, ASK, AM, PSK, FSK, FM, TDMA etc. with embedded data encoding such as Manchester coding, NRZ coding, Miller coding, etc.
Another RF embodiment utilizes both directional and omni-directional radiating antennas and radiation polarities such as horizontal, vertical, helical and circular.
Another RF embodiment utilizes standard transmission and reception technologies such as Linx technologies AM RF modules, Micrel Semiconductor MIC series of receivers and transmitters, BlueTooth wireless connectivity, WiFi connectivity, ZigBee connectivity, Wireless USB connectivity or proprietary RF protocol connectivity from companies such as Aerocomm communications or InfoClip, LLC.
In some embodiments, communication between a target and the controller may be by magnetic coupled connection, contacted or non contact, using any regulatory acceptable induction method.
One RF embodiment utilizes allowed magnetic spectrum transmission modes such as OOK, ASK, AM, PSK, FSK, FM, TDMA, etc. with embedded data encoding such as Manchester coding, NRZ coding, Miller coding etc.
Another RF embodiment utilizes both directional and omni-directional coupling elements.
Another RF embodiment utilizes well-known practices in magnetic coupling and induction from such companies as Digital Angel, AllFlex Boulder and InfoClip, LLC.
In some embodiments, communication between a target and the controller may be other connections, contacted or non contact, utilizing the entire possible electromagnetic spectrum including but not limited to visible, Infra Red or Ultra Violet light using any regulatory acceptable transmission method.
Some embodiments may utilize readily available Infra Red or Visible light sources and detectors with any of the aforementioned modulation, data encoding schemes such as the Fairchild Semiconductor QT157 I/R detection device and the Fairchild 1N6266 I/R light emitting diode.
Some embodiments may utilize the use of light scattering, bending or concentration devises such as mirrors, light frequency sensitive filters, diffusers and light density filters to control the activation direction or detection range which can easily be incorporated in devise enclosures using ubiquitous manufacturing techniques and practices that would allow the generation of a contact switch or “Light curtain” along with the ability to direct and control the “light” intensity and direction and activation distance of not only the Controller/Target devise but the required mechanical interface distance as in the case of the “Light Curtain” which requires the breaking of a light beam as a “Scoring or Timing event”.
Referring to
In other embodiments, target proximity detection may be employed with a wired system.
In another embodiment, targets with sensitive buttons may be part of a wirelessly controlled system.
Target activation and hit confirmation can be accomplished through many means. Specific methods are described in the above and following embodiments. The current invention is not limited to those techniques, and other techniques and components will be obvious to those skilled in the art.
This application is related to and claims priority from U.S. Provisional patent application No. 60/525,426 filed Nov. 26, 2003.
Number | Date | Country | |
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60525426 | Nov 2003 | US |