Aspects of the present application relate to fitness equipment, for example exercise equipment useful for strength and/or endurance training. One goal for some users of fitness equipment is to improve performance, ability, competitive level, etc. at a sport or game, intended to result from improved fitness, strength, mobility, endurance, etc. achieved via repeated use of the fitness equipment. However, many such users would prefer playing the sport or game to performing fitness training (e.g., strength and/or endurance training), and thus can become bored, unmotivated, etc. when training using fitness equipment, which can result in lower fitness benefits to such users.
One implementation of the present disclosure is fitness equipment that includes an electric motor and an end effector coupled to the electric motor. The electric motor is configured to interact with a user during performance of an exercise task by the user, and the electric motor is operable to provide a force to the end effector. The fitness equipment also includes a sensor configured to measure an attribute of performance of a game task by the user and circuitry programmed to simulate an action in a virtual game based on both the attribute of the performance of the game task by the user and an attribute of the performance of the exercise task by the user.
In some embodiments, the fitness equipment also includes a screen. The circuitry may be programmed to cause the screen to display a visualization of the action. In some embodiments, the fitness equipment also includes a golf club, the sensor is coupled to the golf club, and the virtual game is a golf game.
In some embodiments, the circuitry is programmed to determine a subsequent exercise task based on a simulated result of the action in the virtual game and control a tension produced by the electric motor based on the subsequent exercise task. In some embodiments, the circuitry is programmed to generate an exercise performance score based on the attribute of the performance of the exercise task by the user and a target for the attribute of the performance of the exercise task. In some embodiments, the circuitry is programmed to simulate the action in the virtual game based on the exercise performance score by determining a quality of the action based on the attribute of the performance of the game task and degrading or upgrading the quality of the action as a function of the exercise performance score.
In some embodiments, the attribute of the performance of the exercise task is a number of repetitions of the exercise task, a pace associated with the exercise task, a magnitude of the force provided by the electric motor, or a heartrate of the user.
In some embodiments, the exercise equipment also includes a force plate configured to support the user during performance of the exercise task or the game task. The force plate is configured provide a force measurement, and the attribute of the performance of the game task or the attribute of the performance of the exercise task may be based on the force measurement. In some embodiments, the motor is configured to provide exercise data to the circuitry, and the circuitry is programmed to determine the attribute of the performance of the exercise task by the user based on the exercise data from the motor.
Another implementation of the present disclosure is a method of operating fitness equipment. The method includes measuring, by a first sensor of the fitness equipment, a first attribute of performance of an exercise task by a user interacting with the fitness equipment, measuring, by the first sensor or a second sensor of the fitness equipment, a second attribute of performance of a game task by the user, the exercise task and the game task performed at different times, and simulating, by the fitness equipment, an action in a virtual game based on both the first attribute and the second attribute.
In some embodiments, the virtual game is a golf game. Simulating the action in the virtual game can include determining a distance or accuracy of a virtual shot in the golf game based on the second attribute and adjusting the distance or accuracy of the virtual shot in the golf game based on the first attribute. Measuring the second attribute may include monitoring a swing of a golf club associated with the game task. The exercise task is distinct from the swing of the golf club.
In some embodiments, simulating the action in the virtual game includes determining an exercise performance score by comparing the first attribute to a target for the first attribute, determining a quality of the action based on the second attribute, and adjusting the quality of the action as a function of the exercise performance score. In some embodiments, the first attribute is a heartrate of the user and the target is a target heartrate value or target heartrate zone, for example with the method including determining the target heartrate value or target heartrate zone based on the exercise task.
In some embodiments, the first attribute is a pace of the exercise task and the first sensor is configured measure movement of a component of the fitness equipment to determine the pace of the performance of the exercise task by the user. The method can include performing a comparison of the pace of the performance of the exercise task by the user to a target value or range, and simulating the action can be based on the comparison.
In some embodiments, the method includes enabling the performance of the exercise task by controlling a force feedback by the fitness equipment based on the exercise task. In some embodiments, the method includes automatically selecting a subsequent exercise task based on a result of the action in the virtual game and controlling a motor of the fitness equipment based on the subsequent exercise task to enable the user to perform the subsequent exercise task.
In some embodiments, the method includes receiving a user selection to retry the action in the virtual game and operating the fitness equipment to provide an additional task associated with retrying the action in the virtual game.
In some embodiments, the method includes simulating an additional action in the virtual game based on a third attribute of performance of the exercise task by an additional user and a fourth attribute of performance of the game task by the additional user. The action and the additional action provide competition between the user and the additional user in the virtual game.
Before turning to the figures, which illustrate certain exemplary embodiments in detail, it should be understood that the present disclosure is not limited to the details or methodology set forth in the description or illustrated in the figures. It should also be understood that the terminology used herein is for the purpose of description only and should not be regarded as limiting.
Referring generally to the figures, an exercise apparatus and methods relating thereto are shown. In particular, an exercise apparatus configured as a motorized strength training apparatus is shown. In the motorized strength training apparatus described herein, an electric motor operates to generate a tension in a cable. An end effector, in particular an exercise implement such as a handle, bar, etc. can be connected to the cable such that the tension is communicated to the exercise implement and a force is exerted on a user holding (or otherwise in contact with) the exercise implement. As described in further detail below, fitness equipment within the scope of the present disclosure can provide an integrated fitness and game (e.g., sport) experience, which can cause users to increase their fitness and game performance.
According to various embodiments, the fitness equipment herein can provide a user experience involving a simulated game, for example a game of golf, a tennis match, a basketball game, a baseball game, a fantasy-type game, a sci-fi-type game, etc. To advance through the simulated game, the user performs an exercise task, for example a strength training exercise or an endurance training exercise, and a game task, for example a movement or other input associated with the type of game being played (e.g., a golf swing for a golf game). The fitness equipment simulates an action in the simulated game based on the user's performance at both the exercise task and the game task. For example, a quality of a user's action may be determined from the game task (e.g., a distance or accuracy of a shot in a golf game determined based on a golf swing) and can be upgraded (or degraded) based on how well the user performed the exercise task (e.g., based on a measured attribute of the user's performance of the exercise task such as a pace, number of reps, energy expended, force created, heartrate, etc.).
As the user progresses through the virtual game, the user is prompted to sequentially perform multiple exercise tasks and game tasks. The simulated game may thus motivate the user to increase the user's effort and focus in performing the exercise task (i.e., in an effort to succeed in the virtual game), which can result in increased fitness gains for the user over time.
In some embodiments herein, the exercise tasks are selected based on the virtual game. For example, for a virtual golf game, the exercise tasks are training actions determined by golf coaches, strength and conditioning coaches, etc. to improve golf performance. Further, different phases of a game may be associated with different types of exercise tasks. For example, in a virtual golf game, an exercise task associated with a long drive may be a high-power or highly-dynamic task, while an exercise task associated with putting may be a precision-focused static hold or involved controlled movement. The exercise tasks can thus be automatically selected to conform to what is happening in the virtual game, in some embodiments herein.
Further, the teachings herein contemplate competition between multiple users in the virtual game. The multiple users can be located at the same location, for example using the same fitness equipment, or may be located at different locations using different instances of fitness equipment communicable via the Internet or other network. Competition between users can further motivate users to perform exercise tasks. These and other advantages of the fitness equipment and processes disclosed herein will become apparent from the following description.
Referring now to
The exercise apparatus 100 can also include a first cable extending from the first motor 112 and a second cable extending from the second motor 114. The exercise apparatus 100 also includes a first terminal 122 coupled to the first stanchion and repositionable along the first stanchion 104, and a first set of pulleys 123 positioned at the base platform 102. In the state shown in
The exercise apparatus 100 also includes a second terminal 124 coupled to the second stanchion 106 and repositionable along the second stanchion 106, and a second set of pulleys 125 positioned at the base platform 102. In the state shown in
As shown in
The display console 108 may be configured to display information relating to operation of the exercise apparatus 100 to a user. As shown in
The first stanchion 104 and the second stanchion 106 extend upwards from the base platform 102 and are spaced apart from one another near an end of the base platform 102. The first stanchion 104 and the second stanchion 106 are shown as being substantially symmetric across a center line of the base platform 102. As shown in
The first terminal 122 is coupled to the first stanchion 104 and is configured to be selectively repositioned along the first stanchion 104. For example, the first terminal 122 may include a projection that rides along a groove or slot of the first stanchion 104 (or vice-versa) and can be selectively held in place at various heights using a pin configured to engage apertures of the first stanchion 104. The first terminal 122 can include a handle to facilitate repositioning of the first terminal 122. The second terminal 124 is coupled to the second stanchion 106 and is configured to be selectively repositioned along the second stanchion 106. For example, the second terminal 124 may include a projection that rides along a groove or slot of the second stanchion 106 (or vice-versa) and can be selective held in place at various heights using a pin configured to engage apertures of the second stanchion 106. The second terminal 124 can include a handle to facilitate repositioning of the second terminal 124. Accordingly, the first terminal 122 and the second terminal 124 can be repositioned (e.g., manually by a user) to various heights along the first stanchion 104 and the second stanchion 106, i.e., at various heights above the base platform 102. In some embodiments, actuators (e.g., linear actuators) are included in the first stanchion 104 and the second stanchion 106 to automatically move the first terminal 122 and the second terminal 124, for example as described in U.S. patent application Ser. No. 17/584,245, filed 20 Jan. 2022, the entire disclosure of which is incorporated by reference herein.
The first motor 112 is shown as being positioned on the base platform 102 at a bottom end of the first stanchion 104. The first motor 112 can be operationally coupled to a first cable such that the first motor 112 can generate tension in the first cable. In some examples, the first motor 112 can include an electric motor coupled to a spool such that the electric motor operates to generate a torque that rotates the spool. In such examples, the spool is coupled to a first cable such that the first cable can be repeatedly wound and unwound from the spool of the first motor 112 by operation of the first motor 112.
The first motor 112 is configured to controllably generate a force that acts both acts to retract a first cable towards the first motor 112 and to resists the first cable from being pulled out (unspooling, releasing) from the first motor 112. Thus, the first motor 112 can provide a controllable tension in the first cable in different phases (e.g., concentric and eccentric phases) of exercises performed using the exercise apparatus 100, for example providing different amounts of tension in different phases or otherwise dynamically altering the tension. In some embodiments, the first motor 112 includes a permanent magnet direct current motor. In various embodiments, the first motor 112 includes a belt, a gear, a set of gears, various gearing, etc.
The second motor 114 is shown as being positioned on the base platform 102 at a bottom end of the second stanchion 106. The second motor 114 is operationally coupled to a second cable such that the second motor 114 can generate tension in the second cable 120. Other than acting on the second cable 120 rather than the first cable 118, the second motor 114 is configured substantially the same as the first motor 112 in the examples shown. Various exercises that can be enabled by the operation of the first motor 112 and the second motor 114 including strength training exercises, cardio exercises (e.g., rowing, paddling, swimming, skiing, etc. exercises), Pilates exercises, etc., and are shown in U.S. patent application Ser. No. 17/495,584 filed Oct. 6, 2021, U.S. patent application Ser. No. 17/462,237 filed Aug. 31, 2021, and U.S. patent application Ser. No. 17/495,575 filed Oct. 6, 2021, the entire disclosures of which are incorporated by reference herein.
Referring now to
The multi-cable force production system 202 can be configured as described in detail in U.S. patent application Ser. No. 16/909,003, filed Jun. 23, 2020, the entire disclosure of which is incorporated by reference herein. The multi-cable force production system 202 as shown here in
The multi-cable force production system 202 is also shown as include platform (base, foundation, exercise surface, etc.) 218. Platform 218 can include one or more sensors configured to detect user interactions with the platform 218, for example one or more force sensors, pressure sensors, load cells, accelerometers, acoustic sensors (microphones), etc. For example, the base platform 218 may include one or more force plates coupled to a frame of the platform 218 so as to be slightly moveable, enabling the one or more force plates to measure (e.g., weigh) forces and/or pressures exerted thereon and/or accelerations thereof (e.g., caused by a user).
The pacing lighting system 204 can be configured as described in detail in U.S. patent application Ser. No. 17/010,573, filed Sep. 2, 2020, the entire disclosure of which is incorporated by reference herein. The pacing lighting system 204 as shown here in
The display interface 206 is configured to show various instructions, exercise data, resistance amounts, exercise routines, and other information to a user. The display interface 206 may be a touchscreen to enable interaction between the user and the display interface 206. For example, the display interface 206 may be configured to accept user inputs requesting operations and changing settings for the fitness system 200, force production system 202, and/or pacing lighting system 204. Various customized exercise programs and content can be provided via the display interface 206, including as described in U.S. patent application Ser. No. 16/909,003 cited above and incorporated herein by reference.
The fitness system 200 is also shown as including an integrated bench 208 which can be selectively included or removed from the fitness system 200 to enable exercises suitable for performance using a bench (e.g., bench press). The integrated bench 208 may be configured to be coupled to the platform 218 in some embodiments. The integrated bench 208 can be adjustable to different inclinations for various exercises. In some embodiments, the integrated bench 208 includes sensors or electronics to facilitate use of the integrated bench with other elements of the fitness system 200.
The fitness system 200 is also shown as including adjustable rails 210. The adjustable rails 210 are positioned below the cradles 211 and along sides of the platform 218, and are configured to stop the bar from moving lower than height defined by the adjustable rails 210. The adjustable rails 210 can thus receive the barbell 214 when a user is unable to complete an exercise or otherwise wishes to place the barbell 214 somewhere other than in the cradles 211.
Various hardware and/or software of the various elements of the fitness system 200 can be integrated and/or interoperable to provide for a comprehensive, unified experience for users of the fitness system 200. For example, a control system for the fitness system 200 can control the force production system 202, the pacing lighting system 204, and the display interface 206. As one feature enabled by this integration, the force production system 202 can be controlled in coordinate with motorized movement of the cradles 211 by one or more actuators (e.g., as described in U.S. patent application Ser. No. 17/584,245, filed 20 Jan. 2022, the entire disclosure of which is incorporated by reference herein), for example either allowing the cables 212 to be extended as the cradles 211 move upwards or by retracting slack in the cables 212 as the cradles 211 move downwards. Various other integrations are also possible in various embodiments.
Referring now to
The system 300 is also shown as including a provider computing system 310 communicable with the control circuitry 302, for example via a network (e.g., via the Internet). The system 300 is also shown as including one or more additional sets or units of fitness equipment 312. The additional fitness equipment 312 is communicable with the provider computing system 310, for example via a network (e.g., via the Internet). The additional fitness equipment 312 may be configured substantially as described for the fitness equipment 301, and can be instances of the fitness equipment 301 at the location of different users (e.g., homes of different users, different gym facilities, etc.).
The control circuitry 302 is configured to control the display 304 and the force production system 305 based on data from the exercise performance sensor(s) 306 and the game performance sensor(s) 308. The control circuitry 302 is programmed to or otherwise structured to execute one or more of the processes shown in
The exercise performance sensor(s) 306 are configured to measure one or more attributes of a user's performance of exercise tasks (e.g., fitness training actions). The game performance sensor(s) 308 are configured to measure one or more attributes of the user's performance of game tasks (e.g., movements, inputs, etc. associated with the virtual game). In some embodiments, the exercise performance sensor(s) 306 are distinct from the game performance sensor(s) 308. In some embodiments, the exercise performance sensor(s) 306 are the same sensors as the game performance sensor(s) 308. In embodiments including multiple exercise performance sensors 306 and the game performance sensors 308, the exercise performance sensors 306 and the game performance sensors 308 can be overlapping sets of sensors (one or more shared sensors, one or more distinct sensors) in various embodiments.
In some embodiments, an exercise performance sensor 306 is configured to provide data relating to operation of the force production system 305. For example, the exercise performance sensor 306 may be a strain gauge, power meter, etc. configured to an amount of force or power being provided by the force production system 305 (and thus a corresponding amount of force or power produced or experienced by a user in performing an exercise task). As another example, an exercise performance sensor 306 may measure a rotational position of a motor or other component of the force production system 305 to provide data indicative of movement of an end effector (handle, barbell 214, etc.) by the user, for example data indicative of a pace of movement of the user in performing an exercise task, a range of motion of the user, a number of repetitions performed by a user, etc.
In some embodiments, an exercise performance sensor 306 and/or game performance sensor 308 is a force plate in the base platform 218 of
In some embodiments, an exercise performance sensor 306 or game performance sensor 308 is a camera or other optical tracking system (e.g., video camera, stereoscopic camera pair) configured to visually detect a user of the fitness equipment 301 and track movement of the user through image processing or depth-processing techniques. Such an approach can be used to provide an exercise performance sensor that provides data indicative of a user's movement through an exercise task and/or a game task, e.g., a pace of the user's movement, a number of repetitions performed, a duration of an exercise task, a path followed by the user through the task, etc.
In some embodiments, an exercise performance sensor 306 is a heartrate monitor wearable by the user and configured to measure the user's heartrate, or another wearable sensor configured to measure another physiological response of the user to performing the exercise task (e.g., a pulse oximeter). As one such example,
In some embodiments, one or more game performance sensors 308 are provided on a game implement configured for use in performing to the game task. Referring to
Other game implements than the golf club 402 can be provided in various embodiments, depending on the type of virtual game being provided by the system 300. For example, in some embodiments, the virtual game is a baseball game and the fitness equipment includes a bat having a game performance sensor 308 mounted thereon, such that the user can swing the bat to perform the exercise task. As another example, the virtual game is a tennis game and the fitness equipment includes a racket having a game performance sensor 308 mounted thereon, such that the user can swing the racket to perform the exercise task. Other examples are contemplated by the present disclosure. Game performance sensors 308 can thus be arranged to measure movement of a game implement by a user during a game task and can provide data on such movement as one or more attributes of the user's performance of the game task.
Referring now to
At step 502, an exercise task is provided. The exercise task can be provided based on a virtual game and/or based on user preferences or settings. In some embodiments, a virtual game may have predefined associations between phases of the virtual game (e.g., holes of a virtual golf course, club selection in a virtual golf game) and different exercise tasks (e.g., squats for a first hole, bench press for a second hole, etc.), such that step 502 includes determining and providing the exercise task based on a current phase or situation in the virtual game. In some embodiments, the exercise task is user-selected. In some embodiments, the exercise task is determined by a workout plan for the user, for example input by a user's coach (personal trainer, etc.) or automatically recommended based on a user's past workouts using the fitness equipment.
Providing the exercise task in step 502 can included controlling the force production system 305 to provide the exercise task. For example, the exercise task may be or include an exercise using resistance, force, tension, etc. provided by the force production system 305. For example, in step 502, the force production system 305 may operate to provide a force (e.g., by operation of electric motors as described above) for a squat, bench press, or other strength training exercise (e.g., by the user using the barbell 214 of
At step 504, an attribute of performance of the exercise task by the user is measured. The attribute may be directly measured by an exercise performance sensor 306 and/or derived from measurements by one or more exercise performance sensors 306. The attribute of performance of the exercise task can be selected based on the exercise task, so as to be relevant to how well the user performed the particular exercise task. The attribute of performance of the exercise task can be a pace (cadence, speed, repetition speed, repetition period, repetition frequency, time in an eccentric phase, time in a concentric phase, time in an isometric phase, combinations thereof, etc.), a heartrate or other physiological response, a number of repetitions (e.g., in a set time limit, to a user's fatigue limit), a range of motion, a trajectory of motion, an amount of force or power output by a user or provided by the force production system 305, etc. in various embodiments and/or for various exercise tasks that can be provided in a given embodiment. Step 504 is executed while the user performs the exercise task provided in step 502.
In step 506, an exercise performance score is generated based on the attribute of performance of the exercise task. In some embodiments, step 506 includes comparing the attribute measured in step 504 to a target (e.g., target range, target value) for the attribute associated with the exercise task. As one example, the attribute may be a number of repetitions of an exercise task, such that a measured attribute indicates a number of repetitions actually performed by the user (denoted as Nperformed) and the target is a target number of repetitions to be performed by the user (denoted as Ntarget). In this example, the exercise performance score can be calculated as Score=Nperformed/Ntarget. As another example, the attribute may be a user's heartrate, and the exercise performance score can be calculated based on an amount of time the user's heartrate was in a target range during the exercise task. In some embodiments, multiple attributes (multiple measurements) are collected and compared to scoring rubric indicting targets for the multiple attributes to generate a score (e.g., as a weighted average of performance on the different attributes). Appropriate targets can be set for different exercise tasks and attributes to focus a user's attention and effort on key performance aspects of different exercise tasks. Step 502 and/or 504 can include controlling the display 304 to provide real-time indication during the exercise task of a target, the user's proximity to the target, and/or guidance for moving closer to a target, to facilitate a user in achieving good performance relative to target performance. A summary of performance can also be displayed after completion of the exercise task based on such information, targets, etc.
In some embodiments, step 506 includes setting the target based on user settings, preferences, or workout history. For example, step 506 can include determining, from historical data of a user's workouts using the fitness equipment 301, a user's previous best performance or typical performance at a given exercise task and using measurements of the attribute from such previous performances to set the target used in step 506. In such embodiments, the exercise performance score represents a quality of the user's performance of the exercise task relative to the user's previous performance(s) of the exercise task. As another example, step 506 can including receiving a setting from a user indicating the user's fitness, skill, difficultly, or other level (e.g., beginner/amateur/pro; easy/medium/difficult; manual input of max weights the user can lift, etc.), and using that setting to determine the target used in generating the exercise performance score.
Step 506 thereby outputs an exercise performance score. The exercise performance score can be on a normalized scale, for example with a score of 1.0 representing on-target performance, greater than 1.0 representing better-than-target performance, and less than 1.0 representing worse-than-target performance. The exercise performance score can thus quantify exercise performance in a manner that is comparable across different exercise tasks.
At step 510, a game task is provided. The game task corresponds to an action to be taken in a virtual game, for example such that the game-related task is a movement by the user which emulates a movement that a participant in a physical version of the virtual game would make to play the game, and is distinct form the exercise task. In a embodiments where the virtual game is a golf game, the game task includes a swing of the golf club 402. The game task can be a swing of a bat, a swing of a racket, a movement emulating shooting of a basketball or throwing of a football, etc., in various embodiments depending on the particular type of game being provided.
Providing the game task in step 510 can include providing graphics (e.g., by the control circuitry 302 controlling the display 304) indicating the game task to be performed by the user. The graphics can include a simulated environment in which the game task is to be performed, for example a golf course for a virtual golf game. In such embodiments, control circuitry 302 can enable user selection (e.g., via display 304) of a desired golf course from a set of selectable courses. The simulated environment can be digitally designed using computer animation and/or generated using photographs, video, etc. of real-world environments. The graphics can further include a virtual object with which the user is to interact in the game task, for example a golf ball for the user to hit virtually by swinging the golf club 402. In some embodiments, the graphics are dynamic, moving, etc. such that the game task involves interacting with a dynamically changing digital world (e.g., swinging a bat or racket on time in response to a ball moving towards the user in the graphic). Various game simulations are within the scope of the present disclosure for providing the game task to the user in step 510.
In step 512, an attribute of performance of the game task is measured. The attribute of performance of the game task can be measured by one or more game performance sensor(s) 308. The attribute can be a speed, trajectory, or timing, among other attributes, of the game task. For example, when the game task is a swing of the golf club 402, the game performance sensor 308 on the golf club 402 as in
At step 514, an action in a virtual game is simulated based on the exercise performance score and the attribute of performance of the game task measured in step 512. In some embodiments, a quality of the action (e.g., a distance and/or direction of a golf shot, Qualityinitial) is initially determined based on the attribute of performance of the game task from step 512. The quality of the action is then upgraded or degraded based on the exercise performance score to obtain a final quality for the simulated action in the virtual game (e.g., Qualityinitial* Score=Qualityfinal). In this regard, a high exercise performance score can improve the quality of the action in the virtual game (e.g., provide a more successful result of the action in the virtual game, move towards winning the virtual game, cause a simulated golf ball to land closer to the hole) and a low exercise performance score can decrease the quality of the action in the virtual game (e.g., provide a less successful result of the action in the virtual game, move away from winning the virtual game, cause a simulated golf ball to land in a virtual sand trap or further from the hole). Progress through the virtual game is thereby a function of both the measured attribute of the user's performance of the exercise task and the measured attribute of the user's performance of the game task.
Once the action in the virtual game is simulated in step 514, the virtual game advances to the next phase of the virtual game (e.g., to a next shot on a golf hole, a next hole on a golf course, etc.). Process 500 can run iteratively, such that an exercise task and a game task are then provided for the next phase of the virtual game. Iterations of process 500 can be executed so that the virtual game is played in full, to an end of the virtual game, etc. (e.g., a full round of golf, to the end of a time period, etc.).
In some embodiments, the exercise task provided in the next phase of the virtual game is based on a result of the simulated action in the virtual game in step 514. For example, a more difficult exercise task may be selected (e.g., a higher weight, a harder type of exercise, a longer time for the exercise, etc.) if the simulated action resulted in a negative situation in the virtual game (e.g., a virtual golf ball in a sand trap) as compared to an easier exercise task (e.g., a lower weight, as shorter time for the exercise) if the simulated action resulted in a positive simulation in the virtual game (e.g., a virtual golf ball near the hole for a short putt). As another example, the exercise task may be selected to provide a fitness benefit associated with the situation in the virtual game resulting from the simulated action, for example a power-building strength training exercise (e.g., squat, deadlift) if the situation in the virtual game requires a high power action (e.g., a long drive of a virtual golf ball) and a stability-building or coordination-building exercise (e.g., static holds, balancing moves, yoga poses, Pilates moves, etc.) if the situation in the virtual game requires a precise action (e.g., a putt of the virtual golf ball). Exercise tasks provided in step 502 in iterations of process 500 can thus provide an integrated experience tied to progress in the virtual game.
In some embodiments, the process 500 includes a mulligan feature. In such embodiments, an option is provided (e.g., on the display 304 by the control circuitry 302) for the user to select to undo and retry the action simulated in step 514. In response to selection of the option to retry the action, an additional exercise task is provided for the user to complete in order for the user to unlock the ability to undo and retry the simulation action. The additional exercise task may be particularly challenging, for example a higher weight, larger number of reps, longer duration relative to a user's previous performances, thereby making it physically difficult for a user to complete the exercise task and be granted the ability to retry the simulated action. The control circuitry 302 can control the force production system 305 to provide forces for the additional exercise task, and the exercise performance sensor(s) 306 can monitor the user's performance to enable the control circuitry 302 to determine whether the user completed the additional exercise task. If the user completes the task, the simulation action is undone and process 500 restarts to allow the user to retry the action. If the user does not complete the task, the simulated action is maintained and the process 500 advances to a next iteration of the process 500 corresponding to a next phase in the virtual game.
Referring again to
In some embodiments, the provider computing system 310 (e.g., implemented as one or more servers, implemented as a cloud computing system, etc.) is configured to provide a simultaneous group play mode. In the simultaneous group play mode, the provider computing system 310 enables a first user of the fitness equipment 301 and a second user of a set of additional fitness equipment 312 (and any number of additional users of sets of additional fitness equipment 312) to play together in a shared virtual game. The provider computing system 310 can facilitate creation of a virtual game session, via communication (e.g., Internet connection) between the provider computing system 310 and the fitness equipment 301 and the additional fitness equipment 312. A shared virtual game can be provided at both the fitness equipment 301 for the first user and on the additional fitness equipment 312 for the second user, for example showing avatars, scores, simulated actions, virtual location, etc. for both the first user and the second user. Process 500 or a similar process is executed for both the fitness equipment 301 and the additional fitness equipment 312 by local processing on control circuitry at each set of fitness equipment, by operations at the provider computing system 310, or some combination thereof.
In such games, the first user and the second user may be provided with the same or similar exercise tasks and game tasks, in some embodiments adapted based on relative progress through the shared game as the users perform differently on exercise tasks and game tasks. In some embodiments, the first user and the second users have different targets for the same exercise tasks scaled on the relative fitness of the first user and the second user, thereby normalizing the effort/difficulty for the two users in progress through the shared game and enabling balanced competition or collaboration in progressing through a shared game. In some embodiments, performance of the second user affects exercise tasks provided to the first user (or vice versa), for example based on situations provided in the virtual game based on simulated actions of the second user resulting from measurement of exercise and game tasks by the second user. Control and operation of the force production system 305 can thus be affected by measured performance of a second user of additional fitness equipment 312 remote from the force production system 305, in some embodiments.
In some embodiments, an asynchronous head-to-head competition mode is provided by the provider computing system 310. In scenarios supporting such embodiments, a user of one of the sets of additional fitness equipment 312 completed a virtual game (e.g., completed a virtual round of golf on a virtual course). The provider computing system 310 can save that user's performances and actions through the virtual game (e.g., each simulated action, the score on each hole, each exercise task, each exercise performance score, etc.) for future recall. In such embodiments, the provider computing system 310 includes a database of completed games by different users. A user of the fitness equipment 301 can then access (e.g., via the display 304 and control circuitry 302) the database to select and load a completed game from a different user (or a user's own previous game) for head-to-head competition. When such a selection is made, process 500 can be executed with additional features of showing on the display 304 (e.g., in the graphics, in scoring, in various interface features) how the previous user progressed through the selected completed game. Process 500 is thereby adapted to provide a competitive element whereby the user is in competition with prior achievements of the user or another user, providing a competitive integrated fitness and game experience without requiring two users to be available to participate at the same time.
Various integrated fitness and gameplay experiences can thus be provided by the fitness equipment and systems described herein. By providing an integration between fitness training (via exercise tasks) and game play (via game tasks) in virtual games, a user may be more motivated to complete fitness activity as compared to other types of workouts. Further, the exercises can be tailored to the type of activity virtually represented in the game, such that the user gains game- or sport-specific fitness while playing a simulated version of a game or sport they enjoy. The teachings herein can provide specific fitness benefits and enjoyable experiences for users.
The foregoing description of embodiments has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the disclosure to the precise form disclosed, and modifications and variations are possible in light of the above teachings or may be acquired from this disclosure. The embodiments were chosen and described in order to explain the principals of the disclosure and its practical application to enable one skilled in the art to utilize the various embodiments and with various modifications as are suited to the particular use contemplated. Other substitutions, modifications, changes and omissions may be made in the design, operating conditions and arrangement of the embodiments without departing from the scope of the present disclosure as expressed in the appended claims.
This application claims the benefit of and priority to U.S. Patent Application No. 63/457,452, filed Apr. 6, 2023, the entire disclosure of which is incorporated by reference herein.
Number | Date | Country | |
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63457452 | Apr 2023 | US |