Combination exercise device/video game

A person simultaneously plays a video game and operates an exercise device, such as an exercise bicycle. A first sensor generates an output level signal indicative of the output level (e.g., pedal speed) of the exercise device. A second sensor generates an aerobic activity level (e.g., heart rate) signal indicative of the aerobic activity level of the exerciser. The output level signal affects the play of the video game. If the aerobic activity level signal is too low, the exercise device is made more difficult to operate and the play of the video game is altered to encourage the exercise to increase the output level of the exercise device. The play of the video game is also affected by signals generated by joystick controls operated by the exerciser's hands.

INCORPORATION BY REFERENCE 
U.S. Pat. No. 5,001,632 entitled "Video Game Difficulty Level Adjuster 
Dependent Upon Player's Aerobic Activity Level During Exercise," filed on 
Dec. 22, 1989, and commonly owned by the present assignee, is incorporated 
herein by reference. 
BACKGROUND OF THE INVENTION 
1. Field of the Invention 
The present invention is directed to exercise devices and video games, and, 
in particular, to an apparatus that combines the operations of an exercise 
device and a video game. 
2. Statement of Related Art 
It is widely accepted today that moderate exercise, at an appropriate heart 
rate, for about 20 minutes three times a week, is sufficient to improve 
one's overall health. It is widely acknowledged that many exercisers have 
trouble maintaining even this limited exercise. The motivation and 
enjoyment that is usually required by individuals to maintain any 
activity, is almost absent from individual, non-competitive exercise. 
Video games, however, have for many years been regarded as very motivating 
and enjoyable. Various systems have attempted to integrate video games 
with exercise. 
U.S. Pat. No. 4,720,789 to Hector et al. discloses a video game, or an 
exercise system utilizing a video display, that is played by movement of 
the game player's feet. The apparent objective is to require the game 
player to exercise while playing the game by moving his feet. However, the 
game player is required to move at the game's speed. The game in no way 
alters to conform to the individual's fitness level. 
U.S. Pat. No. 4,711,447 to Mansfield integrates an exercise machine with a 
video game. To play the game, the operator is required to move a 
resistance-creating assembly, and in doing so, exercises. As with the 
previous patent, no attempt is made to adjust the video game to the 
player's fitness level. 
U.S. Pat. No. 4,278,095 to Lapeyre discloses an exercise device connected 
to a video machine. The speed of the exercise device, and the accompanying 
video display, is controlled by the exerciser. As the exerciser signals an 
increase in speed to the exercise device, an accompanying signal is sent 
to the video machine, so that the exerciser is presented with a visual 
display of the increase in speed. The exerciser's heart rate is monitored 
and displayed on a T.V. monitor. 
U.S. Pat. No. 4,512,567 to Phillips is directed to an exercise bicycle used 
to operate a video game. The game player receives exercise while operating 
the bicycle, and at the same time, moving the handlebars. The video game 
operates at a preset speed, thus making no allowance for the fitness of 
the player. 
U.S. Pat. No. 4,630,817 to Buckley is directed to an exercise machine that 
allows for movement of a control rod, e.g., a handlebar, to provide two 
degrees of freedom to a controllable character in a video display. 
Resistance is provided to the handlebar to ensure that physical exertion 
is required by the user. 
U.S. Pat. No. 4,709,917 to Yang discloses an exercise device that is 
furnished with an electronic display or a mechanical belt for simulating 
road conditions. A microprocessor controls the position of the exercise 
bicycle with respect to the scene being displayed and the running speed of 
the road condition simulation. 
U.S. Pat. No. 5,001,632 to Hall-Tipping discloses a combination of a video 
game system and an exercise device whereby the play action of the video 
game is controlled by reference to the exerciser's heart rate and the 
output level of the exercise device. 
The intent of all these systems is to integrate exercise with video 
display. However, none of them provides for the ability to regulate both 
the exercise device and the play of a video game according to the activity 
level of an exerciser. 
SUMMARY OF THE INVENTION 
The present invention is an apparatus useable with an exercise device and a 
video game that includes display means for displaying the video game. The 
apparatus comprises means for sensing the aerobic activity level of a 
user, and for outputting an aerobic activity level signal having a 
characteristic indicative of the user's aerobic activity level. The 
apparatus also comprises regulating means that, in turn, comprises means 
for adjusting the exercise device according to the aerobic activity level 
signal and means for adjusting the play of the video game according to the 
aerobic activity level signal. 
The present invention is also an apparatus useable with an exercise device 
and a video game that includes display means for displaying the video 
game. The apparatus comprises means for sensing the output level of the 
exercise device, and for outputting an output level signal having a 
characteristic indicative of the output level. The apparatus also 
comprises means for sensing the aerobic activity level of a user, and for 
outputting an aerobic activity level signal having a characteristic 
indicative of the user's aerobic activity level. The apparatus further 
comprises regulating means that, in turn, comprises means for adjusting 
the exercise device according to the aerobic activity level signal and 
means for adjusting the play of the video game according to the output 
level signal. 
The present invention is also an apparatus useable with an exercise bicycle 
and a video game that includes display means for displaying the video 
game, where the exercise device has a plurality of resistance levels and 
the video game has a plurality of levels of difficulty of play. The 
apparatus comprises means for sensing the pedal rate of the exercise 
bicycle, and for outputting an output level signal having a characteristic 
indicative of the pedal rate. The apparatus also comprises means for 
sensing the heart rate of a user, and for outputting a heart rate signal 
having a characteristic indicative of the user's heart rate. The apparatus 
also comprises a first user-operated control for generating a first 
control signal for controlling a first aspect of the play of the video 
game with one of the user's hands. The apparatus also comprises a second 
user-operated control for generating a second control signal for 
controlling a second aspect of the play of the video game with the other 
of the user's hands. The apparatus also comprises regulating means that, 
in turn, comprises means for adjusting the resistance of the exercise 
bicycle according to the heart rate signal, where the resistance of the 
exercise bicycle is increased in response to the heart rate signal falling 
below a first threshold level and the resistance of the exercise bicycle 
is decreased in response to the heart rate signal exceeding a second 
threshold level, where the second threshold level is greater than the 
first threshold level. The regulating means also comprises means for 
adjusting the level of difficulty of play of the video game according to 
the heart rate signal, where the level of difficulty of play of the video 
game is increased in response to the heart rate signal falling below the 
first threshold level and the level of difficulty of play of the video 
game is decreased in response to the heart rate signal falling below the 
second threshold level. The regulating means also comprises means for 
adjusting the play of the video game according to the output level signal. 
The regulating means also comprises means for adjusting the play of the 
video game according to the first and second control signals. The 
regulating means adjusts the play of the video game and the exercise 
bicycle according to a specified exercise profile having at least two 
exercise phases.

DETAILED DESCRIPTION OF THE INVENTION 
FIG. 1 is block diagram of combined exercise device/video game system 2 
according to a preferred embodiment of the present invention. System 2, 
which is operated by user 22, comprises video display 10, video controller 
12, processor 14, memory 16, interface 18, aerobic activity level sensor 
20, joystick controller 24, output level sensor 26, and exercise device 
28. 
According to the present invention, aerobic activity level sensor 20 senses 
the aerobic activity level of user 22 and generates an aerobic activity 
level signal indicative of that aerobic activity level. Output level 
sensor 26 senses the output level of exercise device 28 and generates an 
output level signal indicative of that output level. The aerobic activity 
level signal and the output level signal are transmitted to processor 14 
via interface 18. Processor 14 uses those signals to generate and transmit 
signals to video controller 12 that adjust the play of a video game. In 
addition, processor 14 uses the aerobic activity level signal to generate 
and transmit signals that adjust exercise device 28. 
More particularly, processor 14 accesses memory 16 and receives signals 
from interface 18. Processor 14 generates and transmits signals to video 
controller 12 to display video game graphics on display device 10. Video 
controller 12 may be a commercial video game system such as the Sega 
Genesis system. Processor 14 also generates and transmits signals to 
exercise device 28 via interface 18 to control exercise device 28. 
Output level sensor 26 generates a signal indicative of the output level of 
exercise device 28 and transmits that output level signal to processor 14 
via interface 18. Exercise device 28 may be an exercise bicycle, a 
treadmill, a stair climbing device, a rowing machine, a cross-country 
skiing machine, or other type of exercise device. Output level sensor 26 
may be an infrared sensor, optical sensor, magnetic sensor, or other type 
of sensor. In a preferred embodiment, exercise device 28 is an exercise 
bicycle and output level sensor 26 is built into the exercise bicycle. 
Output level sensor senses the speed at which the bicycle is pedaled. 
Aerobic activity level sensor 20 generates a signal indicative of the 
aerobic activity level of user 22 of exercise device 28 and transmits that 
aerobic activity level signal to processor 14 via interface 18. The 
aerobic activity level may be the heart rate, blood oxygen content, or 
other measure of the aerobic activity level of user 22. Aerobic activity 
sensor 20 may be an earlobe clip heart rate sensor, chest-mounted heart 
rate sensor, or other device that senses the heart rate of user 22. 
Alternatively, aerobic activity sensor 20 may be a pulse oximeter for 
sensing the blood oxygen content of user 22. 
Joystick controller 24 generates signals to control the play of a video 
game on video display 10 and transmits those signals to processor 14 via 
interface 18. In a preferred embodiment, two joystick controllers 24 are 
provided, one for each hand of user 22, each controller controlling at 
least one aspect of the video game. One controller may contain an 
X-directional pad for controlling movement of objects within the video 
game. The second controller may contain a series of buttons that cause 
changes within the video game. 
Processor 14 combines the signals from output level sensor 26, aerobic 
activity level sensor 20, and joystick controller 24 to generate and 
transmit to video controller signals that control operations of the video 
game. Processor 14 also generates and transmits signals to exercise device 
28 via interface 18 that control the operation of exercise device 28. 
In a preferred embodiment of the present invention, exercise device 28 is 
an exercise bicycle 28, output level sensor 26 is built into bicycle 28, 
aerobic activity level sensor 20 is an earlobe clip heart rate sensor 20, 
joystick controller 24 comprises left-hand and right-hand controllers 24 
mounted on the handlebars of bicycle 28, and video controller 12 is a Sega 
Genesis system. In this preferred embodiment, output level sensor 26 
generates a signal representative of the rate at which bicycle 28 is being 
pedaled by user 22, heart rate sensor 20 generates a signal representative 
of the heart rate of user 22, and hand controllers 24 generate signals to 
control the play of a Sega Genesis video game. These three sets of signals 
are transmitted to processor 14 via interface 18. 
According to this preferred embodiment, processor 14 uses these three sets 
of signals along with information stored in memory 16 to generate and 
transmit signals to the joystick input ports of Sega Genesis video 
controller 12 that are used to control the play of a video game. In 
addition, processor 14 uses the heart rate signal to generate and transmit 
signals to adjust the level of difficulty of pedaling (i.e., resistance 
of) bicycle 28. 
The display of elements in the video game, for example the user's alter ego 
in the video game, are altered to provide a visual representation of the 
speed that user 22 is pedaling bicycle 28. The play of the video game, for 
example the relative motion of the user's alter ego and opposition pieces, 
and the resistance of bicycle 28 are controlled to ensure that the heart 
rate of user 22 conforms to specified thresholds. 
Prior to commencing an exercise routine, user 22 uses hand controllers 24 
to select the durations of the warm-up, work-out, and cool-down phases of 
his exercise routine and the threshold heart rate levels for each of these 
phases. The duration and intensity of these different exercise phases may 
be characteristic of those advised by the American Heart Association, 
however, user 22 may chose to enter an entirely different set of values. 
Once user 22 commences the exercise routine, heart rate sensor 20 
repeatedly compares the heart rate of user 22 against the threshold 
levels. If the user's heart rate does not conform with the threshold 
levels, processor 14 generates signals to alter both the play of the video 
game and the resistance of exercise devise 28 to encourage user 22 to 
achieve conformity with the threshold levels. 
For example, if, during the work-out phase, the user's heart rate falls 
below the minimum heart rate for the work-out phase of the exercise 
routine, processor 14 will alter the video game to make user 22 speed up, 
perhaps by introducing a video game character to chase the user's alter 
ego in the video game. Simultaneously, processor 14 will increase the 
resistance of bicycle 28, thereby making it harder for user 22 to evade 
the chasing character in the video game, resulting in an increase in heart 
rate. After controller 14 recognizes a sufficient response by user 22, as 
determined from the user's heart rate, the play of the video game and the 
resistance of bicycle 28 will again be adjusted. The primary objective of 
the present invention is to keep people motivated to exercise on a regular 
basis, but also to ensure that they are only performing at the specified 
levels of aerobic activity. 
FIG. 2 is a flow chart of the logic used to control combined exercise 
device/video game system 2 according to a preferred embodiment of the 
present invention. This logic is preferably stored in memory 16. Prior to 
starting an exercise routine, messages are displayed on video display 10 
at block 30 to prompt user 22 to select the durations of the warm-up phase 
T[wu] and the work-out phase T[wo], the maximum heart rate for the warm-up 
phase THR[wu], the minimum heart rate for the work-out phase THR[wo1], the 
maximum heart rate for work-out phase THR[wo2], and the cool-down target 
heart rate THR[cd]. After these values have been entered, user 22 may save 
them in memory 16 for recall prior to a future exercise routine. User 22 
makes these selections using hand controllers 24. 
Once the required data is entered at block 30, video display 10 presents a 
message to prompt user 22 at block 32 to press a start button (not shown) 
to commence the exercise routine. Failure to press the start button will 
cause the message to be continually displayed (block 34). Once user 22 
commences the exercise routine, both the resistance R of bicycle 28 and 
difficulty of play V of the video game are set to normal values R[n] and 
V[n], respectively, at block 36, and the timer T is set to zero at block 
38. In a preferred embodiment of the present invention, user 22 is given 
the option in the set-up routine of block 30 to select the normal values 
of bicycle resistance R[n] and video game difficulty V[n]. 
During the warm-up phase, the user's heart rate is repeatedly monitored to 
ensure that it remains below the maximum warm-up heart rate. As long as it 
does, the bicycle resistance and video game difficulty remain at the 
normal values. If the user's heart rate exceeds the maximum warm-up heart 
rate, a warning is provided to the user, for example a message or a sound, 
to prompt the user to slow down the pedaling of the bicycle. In addition, 
the bicycle resistance and the video game difficulty are gradually lowered 
to make both the bicycle and the video game easier. 
Since the response of the user's heart rate to decreases in work load is 
not instantaneous, the bicycle resistance and video game difficulty are 
decremented gradually over time. The decrement values are preferably 
sufficiently small so that changes are not perceived by the user as 
awkward in either the play of a game or the rhythm of the exercise 
routine. 
In a preferred embodiment of the present invention, the speed of the 
bicycle may be used to predict direction of heart rate adjustment. For 
example, if the user's heart rate is still above the maximum warm-up heart 
rate, but the user has begun to pedal slower, that may be used as an 
indicator of an expected decline in heart rate. Accordingly, the bicycle 
resistance and video game difficulty may remain at their current levels. 
Referring again to FIG. 2, block 40 compares the timer T[t] with the 
warm-up duration T[wu] to determine whether the warm-up phase is 
completed- If timer T[t] is less than T[wu], then the warm-up phase is not 
completed and block 42 compares the heart rate HR of user 22 with the 
maximum heart rate of the warm-up phase THR[wu]. If the user's heart rate 
HR is less than the maximum warm-up heart rate THR[wu], then the bicycle 
resistance R and the video game difficulty V are gradually set to normal 
values R[n] and V[n], respectively, at block 44. 
However, if at block 42 the user's heart rate HR is not less than the 
maximum warm-up heart rate THR[wu], then a warning message is displayed on 
video display 10 at block 46 to prompt user 22 to slow down the pedaling 
of bicycle 28. In addition, block 48 reduces the video game difficulty V 
by decrement d and block 50 reduces the bicycle resistance R by decrement 
z. Processing then returns to block 40 to check again for the end of the 
warm-up phase. 
The warm-up phase is completed at block 40 when the timer T[t] is not less 
than the warm-up phase duration T[wu]. In that case, block 52 displays a 
message on video display 10 informing user 22 of the start of the work-out 
phase and block 54 resets the timer T to zero and gradually resets the 
bicycle resistance R and video game difficulty V to normal levels R[n] and 
V[n], respectively. 
During the work-out phase, if the user's heart rate is below the minimum 
work-out heart rate, the bicycle resistance and the video game difficulty 
are gradually increased. Again, small rates of change in both these 
variables are made to ensure continuity of game play and exercise. If the 
user's heart rate is above the maximum work-out heart rate, the bicycle 
resistance and the video game difficulty are decreased, again by small 
adjustments. Provided the user's heart rate is within the minimum and 
maximum work-out heart rates, the bicycle resistance and the video game 
difficulty remain at normal values. 
Referring again to FIG. 2, block 56 compares the user's heart rate HR to 
the minimum heart rate of the work-out phase THR[wo1]. If the user's heart 
rate HR is less than the minimum work-out heart rate THR[wo1], then block 
58 increases the video game difficulty V by increment d and block 60 
increases the bicycle resistance R by increment z. Processing continues 
with block 72 to determine if the work-out phase is completed. If the 
timer T[t] is less than the work-out duration T[wo], then the work-out 
phase is not completed and processing returns to block 56. 
If, at block 56, the user's heart rate HR is not less than the minimum 
work-out heart rate THR[wo1], processing continues to block 62, where the 
user's heart rate HR is compared to the maximum work-out heart rate 
THR[wo2]. If the user's heart rate HR is greater than the maximum work-out 
heart rate THR[wo2], then block 64 decreases the video game difficulty V 
by decrement d and block 66 decreases the bicycle resistance R by 
decrement z. Processing then proceeds to block 72. 
If, at block 62, the user's heart rate HR is not greater than the maximum 
work-out heart rate THR[wo2], then block 68 gradually resets the video 
game difficulty V and the bicycle resistance R to the normal values V[n] 
and R[n], respectively. Again processing continues to block 72. 
If, at block 72, the timer T[t] is not less than the work-out duration 
T[wo], then the work-out phase is completed and processing continues to 
block 74 where the timer T is reset to zero and then to block 76 where a 
message is displayed on video display 10 informing user 22 of the start of 
the cool-down phase. 
During the cool-down phase, as long as the user's heart rate remains above 
the cool-down target heart rate, the video game difficulty and the bicycle 
resistance will be gradually reduced. When the user's heart rate falls 
below the cool-down target heart rate, the exercise routine is completed. 
Referring again to FIG. 2, at block 76, the user's heart rate HR is 
compared to the cool-down target heart rate THR[cd]. If the user's heart 
rate HR is not less than the cool-down target heart rate THR[cd], then 
block 80 decreases the video game difficulty V by decrement d and block 82 
decreases the bicycle resistance R by decrement z. Processing then returns 
to block 78. If, at block 78, the user's heart rate HR is less than the 
cool-down target heart rate THR[cd], then the exercise routine is 
completed. 
Upon conclusion of the exercise routine, video display 10 presents a 
comparative performance display depicting the user's performance in the 
just-concluded exercise routine to those of previous routines by that same 
user. Some of the characteristics that may be displayed to represent 
comparative performance are the percentage of time that the user's heart 
rate conformed with the specified heart rate levels, the response time of 
the heart rate to changes in bicycle speed, and the recovery time upon 
conclusion of exercise. 
In order to provide smooth transitions throughout the exercise routine, the 
resetting of bicycle resistance R and video game difficulty V is 
preferably performed gradually at blocks 44, 54, 68, and 70. This gradual 
resetting is preferably performed by adjusting bicycle resistance R and 
video game difficulty V by increments z and d, respectively, over multiple 
iterations. 
Those skilled in the art will understand that, in alternative preferred 
embodiments of the present invention, the heart rate thresholds for 
controlling the play of the video game may differ from the heart rate 
thresholds used to control the exercise device. 
It will also be understood that the exercise device may be adjusted in ways 
other than the changing of the exercise device resistance. For example, if 
the exercise device is a treadmill, the adjustment may be made in the 
speed of the treadmill or in the slope of the treadmill. 
It will be further understood that the play of the video game may be 
adjusted in ways other than the changing of the video game difficulty. For 
example, in an appropriate video game, the play of the video game may be 
adjusted by changing the number of lives available to the user's alter ego 
in the video game. 
Those skilled in the art will also understand that the adjustments to the 
exercise device and the play of the video game need not be based on fixed 
heart rate thresholds. For example, the exercise device resistance and 
video game difficulty may be continuous functions of the user's heart 
rate. 
Although a preferred embodiment of the present invention has been shown and 
described, numerous variations and modifications will be apparent to those 
skilled in the art. The present invention is not limited to the specific 
embodiment disclosed and the scope of the invention is limited only by the 
appended claims.