The present relates to exerciser devices, and more particularly to virtual exerciser devices.
A conventional hula-hoop is a popular apparatus that is used for amusement and exercise by people of all ages. In its conventional form, a fairly large hoop is used by a person to carry out a repetitive, sometimes boring, motion. Conventional hula hoops are a simple hoop made of plastic, rubber or some other material, which may include optional features such as lights, rotation counters and the like. The use of the hula hoop requires a large immediate area in which to move the hoop. Disadvantageously, when used as an exercise device the hula hoop does not provide data or feedback, such as the duration and effectiveness of the exercise, to the user. Moreover, there are no known hula-hoops that permit a user to record current and historical usage data such as time and intensity, as well as the ability to compare one user to other users regardless of location. Such data and feedback is critical to the success of an exercise regime and encourages further use. Additionally, the space required to effectively use the hula hoop is generally at least twice the diameter of the hoop in use. This significantly increases the chance of hitting nearby objects, walls or people, which might cause injury. The space needed for a group of people wishing to simultaneously use hula hoops, such as in exercise groups, competitions or stage shows, often restricts the locations to larger areas such as gymnasiums, the outdoors or various large rented spaces. The use of hula hoops in smaller or confined spaces, such as clubs or in classrooms, is impractical or, in some cases, impossible.
Hula hoops are now considered an important and practical form of exercise for children in the classroom. However, the space required for carrying and transport of hula hoops makes this inconvenient and impossible in some cases. The awkward size and dimensions of a hula hoop makes transportation difficult; this is most evident when transporting hula hoops of various sizes or different types for users who need to exercise at different intensities or for exhibitions and demonstrations. While hula hoops exist that may be folded in half, the problem of restricted space is not addressed.
Hula hoop users may often wish to use music to accompany its use during exercise or for entertainment. This would, however, require transporting and use of additional devices, which might increase the weight and balance of the hula hoop. Some hula hoops exist with built in music playing devices, but the variety of music and or sounds is limited. Music and other sounds can make the hula hoop device more exciting, fun and encouraging to use. For competitions, stage shows and the like, this would be of particular use, especially if the volume can be controlled.
Thus, there is a need for an exerciser device that can mimic the movement of a conventional hula-hoop and which addresses the shortcomings described above.
Accordingly, there is provided a device for detecting repetitive movement of a body part of a user, the device comprising:
In one example, the G forces are detected along x- and z-axes.
In another example, the G forces are detected along x-, y- and z-axes.
In another example, the G forces in the x-axis are calculated using X=A sin(Bt+C)+D; With Period=2pi/B; Phase=C/B and the G forces in the z-axis are calculated using Z=A sin(Bt+C)+D; With Period=2pi/B; Phase=C/B, wherein D represents the offset from the neutral axis for the curves representing particular users; A represents amplitude; B represents angular frequency; and C represents phase.
In one example, the sensor is an accelerometer.
In another example, the sensor is a gyroscope.
In another example, the sensor, the memory, the processor/computing unit, and the feedback components are provided as a unitary body.
In another example, the device is adapted to be worn on a user's belt or waist.
In one example, the at least one feedback component includes a speaker and an amplifier, LED lighting, an LCD screen, or a wireless transreceiver.
In one example, the device in which x- and z-values detected in the x- and z-axes are taken from a user who is rotating his hips as if moving a virtual hula hoop.
In another example, the device is a cell phone, a PDA, a smart phone or a music playback device.
According to another aspect, there is provided a method for detecting repetitive movement of a user's body part, the method comprising:
In one example, the at least two axes are x- and z-axes. Values associated with x-axis represent forward and backwards movement of the user's hips and the values associated with the z-axis represent lateral movement of the user's hips. The method includes: obtaining maximum and minimum x and y values and storing the values as individual sets equal to individual i values. The method includes: obtaining 3 sets of maximum and minimum values; and calculating the average of these values is calculated using the following equation:
(Max.sub.−Xi+Min.sub.−Xi)/2
The method includes: calculating an average of the averages to acquire DX and DZ using the following equation:
(AverageX1+AverageX2+ . . . +AverageXi)/i=DX)
The method includes: electronically sensing an additional set of set of G force data in the x- and z-axes and normalizing the additional set of data on both axes using DX and DZ. The method includes: determining the maximum and minimum values of the G forces in the x- and z-axes; determining the period between the maximum and minimum values is found in both the x- and z-axes; comparing the maximum/minimum data with common maximum/minimum data; and repeating for the period against common period values.
In another example, the method includes: providing audible or visual feedback to the user when the second ideal reference data is achieved. The user is moving his waist as if mimicking the movement of a hula hoop.
In another aspect, there is provided a virtual exerciser device, comprising the device, described above, for simulating hula hoop movements. The exerciser device is worn on the waist of a user.
In order that the present may be readily understood, embodiments are illustrated by way of example in the accompanying drawings.
Further details and advantages will be apparent from the detailed description included below.
In the following description of the embodiments, references to the accompanying drawings are by way of illustration of an example by which the discovery may be practiced. It will be understood that other embodiments may be made without departing from the scope of the discovery disclosed.
Referring now to
The device 10, when used on the waist is a unitary body that is very space efficient and is approximately the same size as a conventional smart phone. It is worn on a flexible belt about the body. It is light in weight and therefore easy to transport. Various hula hoop exercise routines require the use of different diameter hoops and different hoop weights. Generally the smaller the hoop the more difficult it is to keep the hoop in continuous rotation. Weight has the inverse affect for a given hoop diameter. With our device, the manipulation of variables in the software component can represent any size or weight of hoop, all within one small easily transportable device. Advantageously, the electronic device used is worn close to the body which significantly reduces the amount of space required to perform the hula hoop motion, perform exercises, shows or competitions to approximately twice the diameter of the person's body as compared to twice the diameter of a conventional hoop (about 8 feet). The processing capabilities of the device 10 when used in combination with the software described below permits a plurality of important features not available with any known existing hula hoop or facsimile thereof. Furthermore, the device 10 has the ability to record, transmit and compare with other users all data related to the use of a hula hoop such as current time in continuous rotation, accumulated time, accuracy and intensity of the related movements, and all for various size and weights of hoops. Additionally, the device provides visual and auditory feedback and guidance at the level of the device itself, or through other larger and remote devices, computers and networks, when the different transceivers in the device are used. The device 10 can also provide a wide variety of music and sounds to enhance the entertainment value, joy of use and desire to use it.
Referring now to
Generally speaking, the device 10 compares a user's actual body motion with a target version of the body motion, and provides a audible or visual feedback to the user indicating correspondence between the actual user body motion and the target body motion. Two parameters of motion along x- and z-axes are detected and used to quantify the actual body motion. These parameters of motion represent the target body motion (against which the actual body motion is compared) correspond to the motion of, for example, using a hula hoop. The sensor 20 is generally constructed to locally measure a certain parameter of motion. Two typical parameters that are measured are G forces along the x- and z-axes. The sensor 20 includes a sensing mechanism and a microcontroller (not shown) constructed and arranged to convert a measurement signal from the sensing mechanism into an electronic form. Examples of sensors which may be used include, but are not limited to, commercially available
+/−8 g three axis accelerometer
2 mg resolution @60 Hz
Wide supply voltage range: 2.4 V to 5.25 V
Low power: 350 .mu.A at VS=2.4 V
Good zero g bias stability
Good sensitivity accuracy
BW adjustment with a single capacitor
Single-supply operation
10,000 g shock survival
Compatible with Sn/Pb and Pb-free solder processes Examples of the processor/computing unit 24 include those with the following specifications:
ATMega328
AVR Core: 8-bit
Hardware Multiper
Flash: 32 kbytes
Included Boot Code
Operates on low voltage with low power consumption
USB-to-serial decoder Also included in the device 10 are multiple Digital and Analog Inputs/Output, such as a programmable EEPROM.
Depending on the sensing mechanism used (e.g., with respect to component quality or digital versus analog signal output), other electronic components including, for example, an analog/digital converter, a bandpass filter, and an amplifier, in a manner appropriate to particular operational requirements as is known in the art. The converted signal is then provided to processor/computing unit 24.
By comparing the measured parameter of the actual motion and the corresponding parameter of the target motion, the microcontroller determines a degree of correspondence between the actual body motion and the target body motion. In general, this degree of correspondence is considered over a continuous range, but, solely for the purpose of simplifying quantification, may be generally considered in terms of a large discrepancy between the actual body motion and the target body motion, a moderate discrepancy between the actual body motion and the target body motion, and substantially no discrepancy between the actual body motion and the target body motion.
The sensor 20, the memory 22, the processor/computing unit 24 and the feedback components 26 may be physically connected by wiring and the like or they may be provided with RF transceivers or receivers to send and receive information therebetween. In addition, the provision of separate elements 100, 102, and 103 is purely by way of example. It will be readily appreciated the constituent elements may be arranged or combined in a variety of combinations. For example, the memory 124 and microcontroller 126 of processing unit 102 may be incorporated into the feedback mechanism 103 (as embodied by a headset/earpiece as illustrated), so as to eliminate the need for a separate element 102.
Ii. The Software and Operation Thereof
Referring now to
X=A sin(Bt+C)+D; With Period=2pi/B; Phase=C/B (1)
Z=A sin(Bt+C)+D; With Period=2pi/B; Phase=C/B (2)
wherein D represents the offset from the neutral axis for the curves representing particular users; A represents amplitude; B represents angular frequency; and C represents phase. However, it is to be noted that for other applications, G forces can be measured along the x-, y- and x-axes.
These equations permit relative comparisons between data acquired from user with different movement patterns and intensities. The maximum and minimum permissible values of X and Z were determined by detailed analyses of the corresponding motions by the user that would cause failure. Such failure might include, for example, causing the rotating hoop to fall due to gravity. We translated these equations to a programming methodology that can be achieved using the device 10 having the computing power as illustrated specifically in the flow diagram of
The flow diagram is a logic tree which begins at Loop 1 when the user initializes the global variables at step 28. If the user is using the device 10 for the first time, calibration at step 30 is needed before Loop 2, as illustrated in
(Max.sub.−Xi+Min.sub.−Xi)/2 (3)
If 3 sets of maximum and minimum values are not obtained, the step 32 is repeated. At step 40, from the averages between each minimum and maximum, the software then calculates an average of those averages to acquire DX and DZ (DX and DZ are normalizing criteria), using the following equation:
(AverageX1+AverageX2+ . . . +AverageXi)/i=DX) (4)
After this, Loop 2, as illustrated in
At step 52, the program then checks the error counter. If the data is out of range, then the program is exited and the user is shown his/her score. There are two error counters; one loop based, the other is global. At step 54, after Loop 1 is completed, data is compared from previous loops. If these data are out of range, or the comparison is off by a predetermined percentage, this data is added to the error count (global and loop based counter). At step 56, the error counter, period and maximum/minimum error data is saved. At step 58, if maximum error counter is achieved, the program is exited and the score, which is based on the error counter, is shown to the user at step 60. At step 58, if no maximum error is reached, the program loops back to step 42 and additional data is collected in the x- and z-axes. At any time during the program, the user may exit. The point system is based on error count.
Referring now to
Generally speaking, when the multi-position switch is switched to the ON position it activates the processor/computing unit 24. At this point all the components of the device 10 will be activated with the exception of the Bluetooth Transceiver and the Wi-Fi Transceiver, which can be activated by the user though a Graphical User Interface (GUI) displayed on the LCD Screen. The GUI is controlled by the processor/computing unit 24. If options are selected on the GUI, the memory 22 will be changed according to the new selections made by the user. The user can also access previously collected data, stored in the memory 22, though the GUI.
Once the user starts the program and moves his/her body, the sensor 20 obtains values based on the G-forces that the user creates in the x- and z-axes during movement. These values are computed by the processor/computing unit 24 and are stored in the memory 22. If a certain target is reached, the LCD Screen, LED Light, and/or amplifier will receive new data causing the speaker to emit sounds based on the type of data the amplifier receives.
The user selects an operating mode from one of the switches or buttons 18, after which the LCD Screen will display information, data, and options. The user will select what he/she wishes to do with the device 10 and the device 10 will then proceed to accomplish these commands. If the user wishes to play a game involving a virtual hula hoop, such as in an exercise routine, the device 10 will begin a countdown procedure and the user will then have to position themselves in the correct starting position, as one would normally do when using a real hula hoop. The game will then begin. Data will be collected by the sensor 22 and transmitted to the processor/computing device 24 where it is processed. The LCD Screen, LED Light, and the speaker will provide auditory and/or visual signals to the user based on the success or failure of the user to achieve the ideal; data range during the game. The user can then wirelessly upload his/her success to a personal; computer though the Bluetooth Transceiver or Wi-Fi Transceiver.
If the user intends to use the device 10 in a cell phone, smart phone, PDA, music playback device or any other electronic device containing the appropriate components, the software component can be installed in that device.
If the device is purchased as a complete system consisting of the electronic device described herein as well as the software component, no software installation is required. Prior to use, the device running the software must then be activated.
On first use of the device 10, a user name is entered. On subsequent uses, either a new (additional) user name can be entered or an existing one chosen.
When the user is using any device other than the electronic device described herein, the user must specify the orientation (horizontal versus vertical) and position or placement (front, side or back) on the body.
The desired performance standard or level is selected. At this point the user may select music, sounds, or visual effects and parameters to be used during use of the device 10. If data, sounds, or visual affects are to be transmitted to a computer, computer network, amplification or display device the appropriate transceiver must be activated.
The user would typically begin using the device 10 by pressing a start or ready or similar button, after which an auditory signal or visual count down would begin. This gives the user sufficient time to attach the device to the belt or other location on the put the electronic device in use at its appropriate spot on the body as input above.
At this point the person would begin the necessary body motion associated with maintaining a conventional hula hoop in continuous rotation. An instructional video explaining the desired motion is embedded within the software component.
The first 10 seconds of this motion is used to initialize or calibrate the device so as to account for different styles, degrees and intensity of motion that may vary from person to person. This calibration can be saved and associated with the person's user name so it does not have to be repeated each time the device 10 is used. The device 10 can be used in two different configurations. The software component only can be installed on an existing electronic device (cell phone, smart phone, PDA or portable music player containing the necessary electronic components). Alternatively, the software can be used with the dedicated hardware described herein.
Although the device 10 is illustrated and described with reference to an imaginary or virtual hula hoop, it is to be understood that almost any other system that is mechanical or bio-mechanical and requires motion in specific directions in space within precise tolerances compared to an ideal motion could benefit from this device 10. Other examples where such a device may be used could be a robotic device that is designed to perform specific movements or tasks or for sporting activities that require specific movements of a body part, which when measured could provide feedback to the user so that they may improve such movement, for example, hitting a baseball with a bat, swinging a golf club, or using a tennis racquet. Additional examples of contemplated use include typical exercises such as, for example push-ups, sit-ups, chin-ups and the like. Both positive and negative feedback can be provided to bring the users motion as close to the ideal as possible.
In the same manner as described above, the device may also be used during rehabilitation where physiotherapy is required and where precise joint or muscle movement is required in order to achieve the desired effect. Advantageously, the duration or number of repetitions of the therapeutic exercise can be stored, documented and transmitted to a database for analysis by a physician. This would permit the physician to closely follow the progress of the rehabilitation.
Although the above description relates to a specific embodiment as presently contemplated, it will be understood that the discovery in its broad aspect includes mechanical and functional equivalents of the elements described herein.
The present is a continuation application of pending U.S. patent application Ser. No. 13/261,465, filed on Oct. 4, 2012, which is a national phase entry under 35 U.S.C. 371 of PCT/CA2011/000355, filed on Apr. 5, 2011, which claims priority from U.S. provisional patent application Ser. No. 61/321,181, filed on Apr. 6, 2010.
Number | Date | Country | |
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61321181 | Apr 2010 | US |
Number | Date | Country | |
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Parent | 13261465 | Oct 2012 | US |
Child | 15447887 | US |