Abstract:
An exercise control device adapted to be activated by vigorous exercises such as push-ups and leg squats comprises a joystick having electronic outputs for controlling the movement of an element of a video game. An elongated tether is connected at one end to the joystick and at its opposite end to the body of a user whereby lateral movements of the user&#39;s body cause movement of the video game element dependent on the direction of such lateral movement. Movement of the user&#39;s body transverse to such lateral movements controls switches in the joystick whereby both lateral and transverse movements of the user can be used to play the video game. A pair of controlled input devices produce signals which can also be used in playing the video games. Such devices may be operated by the user&#39;s hands or feet.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
       [0001]    This is a Continuation In Part of U.S. patent application Ser. No. 12/325,295, filed Dec. 1, 2008, and entitled RIDING THE JOYSTICK SYSTEM TO HEALTH AND FITNESS. application Ser. No. 12/325,295 is hereby incorporated by reference into this specification. 
     
    
     BACKGROUND 
       [0002]    This invention relates to an exercise system, and in particular, to an exercise controlled device to be used in playing a video game. The purpose of the invention is to encourage individuals to engage in vigorous exercise by enabling game playing through exercise. 
         [0003]    It is beyond dispute that exercise is beneficial for virtually everybody. Whether the purpose is fitness, weight control or rehabilitation, everyone benefits from a well conceived exercise program faithfully carried out throughout a person&#39;s life. Despite the acknowledged benefits from vigorous exercise, many, if not most, people find it difficult to maintain an exercise program for a prolonged period of time. There are many reasons for this. Some people find exercise dull if not boring; others may find it difficult to travel to facilities where exercise equipment is available. In an attempt to resolve these and other well recognized problems, manufacturers of video games have developed systems which can be used at home and which enable the users to play many different sports in such a way that the user can enjoy a prolonged and healthy workout. These known devices, however, require sophisticated electronic input/output devices and as a result are costly. 
       OBJECTS OF THE INVENTION 
       [0004]    The principal object of the invention is to provide a device which will make vigorous exercise entertaining for most people, thus encouraging them to maintain an exercise program and thereby enjoy the benefits of exercise. 
         [0005]    Another object of the invention is to provide a device which enables a user to play video games by means of well accepted exercises. 
         [0006]    A further object of the invention is to provide a relatively inexpensive joystick controlled video game in which strenuous movements of the user&#39;s body are used to play a video game. 
       SUMMARY OF THE INVENTION 
       [0007]    The invention includes a joystick control device which controls a cursor on a video monitor. The joystick is connected to the user by a tether in such a way that movements of the user&#39;s body control the cursor. In a preferred embodiment, an elastic tether connects the user&#39;s body to the joystick. Lateral movements of the user move the cursor in two dimensions on the screen. Up and down movements of the user actuate switches in the joystick control for further control of the cursor. Additional units which may be operated by the user&#39;s hands or feet provide still additional control of the video cursor as the user is exercising. In the preferred embodiment, the invention is designed to be used in conjunction with push-ups and squats, two highly beneficial vigorous exercises. As a user exercises, simultaneously he or she plays a video game by controlling the movement of the video cursor. 
     
    
     
       THE DRAWINGS 
         [0008]      FIG. 1  is a perspective view showing an exercise actuated apparatus for playing a video game in accordance with the preferred embodiment of the invention; 
           [0009]      FIGS. 1A and 1B  are schematic views of a user doing a push-up to play the game; 
           [0010]      FIGS. 2A and 2B  are schematic views showing a user shifting his/her weight left and right, respectively, to play the game; 
           [0011]      FIGS. 3A and 3B  show a user moving his/her weight forward and backward, respectively, to play the game; 
           [0012]      FIGS. 4A and 4B  show a user doing a squat to play the game; 
           [0013]      FIGS. 5A and 5B  show a user moving his/her weight left and right, respectively, to play the game; 
           [0014]      FIGS. 6A and 6B  show a user moving backwards and forwards, respectively, to play the game; 
           [0015]      FIGS. 7A-7C  are explanatory illustrations of a video monitor showing how a representative game can be played in accordance with the invention; 
           [0016]      FIG. 8  is an exploded perspective view of the apparatus shown in  FIG. 1 ; 
           [0017]      FIG. 9  is a front view showing an elastic tether and illustrative connector means; 
           [0018]      FIG. 10  is a magnified view of detail A in  FIG. 9 ; 
           [0019]      FIG. 11  is a perspective view of a top clip; 
           [0020]      FIG. 12  is a magnified view of detail B in  FIG. 11 ; 
           [0021]      FIG. 13  is a side view of the joystick control and the tether connector; 
           [0022]      FIG. 14  is a front view of the joystick control and tether connector; 
           [0023]      FIG. 15  is a top view of the joystick control and tether connector; 
           [0024]      FIG. 16  is a sectional view along the line C-C of  FIG. 15 ; 
           [0025]      FIG. 17  is a top view of the joystick control and tether connector; 
           [0026]      FIG. 18  is an enlarged view of detail E in  FIG. 19 ; 
           [0027]      FIG. 19  is a sectional view along the line D-D of  FIG. 17 ; 
           [0028]      FIG. 20  is an exploded perspective view of the joystick control and tether connector; 
           [0029]      FIG. 21  is a top view of a foot adaptor and rotary input device according to a preferred embodiment of the invention; 
           [0030]      FIG. 22  is a sectional view along the line F-F of  FIG. 21 ; 
           [0031]      FIG. 23  is an enlarged view of detail G in  FIG. 22 ; 
           [0032]      FIG. 24  is an exploded side view showing the foot adaptor and rotation unit according to the preferred embodiment; and 
           [0033]      FIG. 25  is a bottom view of the rotation unit with the bottom cover and supporting feet removed. 
       
    
    
     DETAILED DESCRIPTION 
       [0034]    The basic invention is described below with reference to  FIGS. 1-7 .  FIG. 1  shows diagrammatically the components of the invention that are used to play a video game. 
         [0035]    The essential element of the invention is a joystick control  124 . Such devices are well known and are commonly used to play video games. A joystick is an input device which includes a stick that pivots in two dimensions and produces electrical signals corresponding to the position of the stick. When used to control a video game, the position of the stick determines the horizontal and vertical position of a cursor on a video monitor. It is customary for the joystick to also include one or more push buttons, the state of which can be read by a computer in order to play the game. In  FIG. 1 , the video monitor is shown at  145  and the cursor on the video screen is shown at  151 . The video display software for the video game is represented schematically by the cylinder  148 . Such software is known and forms no part of this invention. 
         [0036]    In accordance with a preferred embodiment of the invention, the joystick control  124  is controlled by means of an elastic tether  109  which can be attached to the clothing of a user by means of a top clip  103 . As the elastic tether  109  is moved by the user during exercise, e.g. push-ups and squats, the joystick control  124  moves to control the position of cursor  151  on the video monitor  145 , the joystick control  124  being connected to the video game computer by means of a cable  169 . As explained below, the joystick control  124  is also responsive to vertical movements of the stretchable elastic tether  109 , such vertical movements actuating an on/off switch comparable to the push button switches in standard joysticks. In operation, the elastic tether  109  is stretched, i.e. under tension, so that as the user&#39;s body moves, the joystick moves similarly to generate control signals which control the game. 
         [0037]    In addition to the joystick control  124 , two rotary input devices  206  are provided. Depending on the position of each rotary input device  206 , signals are coupled through the joystick control  124  to the video display software  148  to control the display on the monitor  145 . In the preferred embodiment, foot adapters  203  may be placed on top of the rotary input devices  206  so that the user can control the rotary input devices  206  by means of foot rotation or hand rotation. 
         [0038]    The invention is not restricted to specific exercises but two exercises which are particularly beneficial are push-ups and squats. For purposes of explanation, these exercises will be used as examples of exercises that can be used in accordance with the invention. The exercises are illustrated diagrammatically in  FIGS. 1A-6B . 
         [0039]      FIGS. 1A to 6B  illustrate a number of static positions of a body  301  while engaged in playing a video game. In practice, movement of the body  301  would be dynamic, essentially rotating and shifting with movements flowing from one position to another. It is this flow of position changes that results in the strengthening of connective muscles surrounding bodily joints. Equally important, the continual stretching needed to reposition the user&#39;s body weight provides frequent and controlled joint manipulation thus causing progressive elongation of the connective tissue to increase the user&#39;s range of motion. 
         [0040]      FIGS. 1A and 1B  show a user in a plank position doing a push up. In  FIG. 2A , the user shifts her weight to the left and in  FIG. 2B  her weight is shifted to the right. In  FIG. 3B  the user shifts her weight forward and in  FIG. 3B  her weight is shifted backwards. In each case, the joystick control  124  is connected to the user by means of the elastic tether  109 ; thus, as the user moves in any horizontal direction, the joystick control  124  moves accordingly, producing a signal which moves the cursor  151  on the monitor  145  ( FIGS. 1 ,  7 A- 7 C, and  8 ) in a conventional fashion. Note also that the user&#39;s hands are placed on the rotary input devices  206  so that the user has the ability of rotating these devices to produce additional control signals for display purposes on the monitor  145  ( FIGS. 1 ,  7 A- 7 C, and  8 ). 
         [0041]    In a similar context,  FIGS. 4A-6B  shows a user performing squat exercises. Again the user is tethered to the joystick control  124  by means of the elastic tether  109  and can move left or right ( FIGS. 5A and 5B ) or backwards and forward ( 6 A and  6 B) to control the joystick and consequently the cursor  151  ( FIGS. 1 ,  7 A- 7 C, and  8 ). 
         [0042]    To understand the invention, it is helpful to consider an example of a simple video game that can be played by a user while performing either push-ups or squats as shown in  FIGS. 1A-6B . Obviously, the specific game is not a feature of the invention but one representative type of game is shown in  FIGS. 7A-7C  for purposes of explanation only. 
         [0043]    When the device turns on, the screen shown in  FIG. 7A  may be displayed. This screen consists of a column labeled REPS, arcs  30  and  32 , the cursor  151  and a target  36 . The REPS column accumulates the number of times a goal oriented feat is accomplished. A Time indicator in the upper right hand corner reflects the amount of time that has expired since the device has started. Each of the arcs  30  and  32  includes five possible positions which correspond to five discreet positions of the two rotary input devices  206  (numbered “2” through “6” and “7” through “11”, respectively). During the actual game, only one numbered circle appears in each of the two arcs at any one time. Movement of the cursor  151  corresponds to the joystick position and therefore is controlled by the movements of the user during game play. The target element  36  travels constantly and randomly across the video display during the game. 
         [0044]    The joystick control  124  includes a switch which is responsive to vertical movement of the user. When the user&#39;s body moves downwardly, the cursor is activated, i.e. the cursor is placed under the control of the joystick. At the same time, a start oval appears on the screen ( FIG. 7B ). To start the game, the user moves his/her body in such a way as to position the cursor  151  over the start oval ( FIG. 7B ) and then institutes a downward motion sufficient to activate the cursor. This will be comparable to using a mouse to move a cursor to the start oval and when the two are aligned, clicking the left mouse button. 
         [0045]    Each of the rotary input devices  206  sends information to the joystick control representing the rotary position of the device. In this example, each rotary input device  206  has five separate positions. In  FIG. 7B , the user&#39;s hands are pointed in a forward direction causing the numbers “4” and “9” to be displayed in the center of the arcs  30  and  32 . 
         [0046]    The video display now randomly displays a pair of open circles  38  and  40  within the arcs  30  and  32 , respectively. In  FIG. 7C , the circles  38  and  40  are in positions “3” and “8”. The user must then rotate each hand counterclockwise a distance sufficient to display the numbers “3” and “8” within the open circles  38  and  40 . 
         [0047]    In this case, the goal oriented feat (recorded as a REP) is to position the proper number within the targeted open circles  38  and  40  while at the same time moving the cursor  151  to intersect the randomly moving target  36 . At the same time, the user must move downwardly to activate the cursor. When all three conditions are met, a new pair of open circles  38 ,  40  is placed randomly within the two arcs  30  and  32 . When this occurs, the timer indicates the amount of time that has elapsed since the game started and the REPS count is incremented by one. A game is complete when a user has accumulated  20  REPS, the elapsed time indicating how well the game was played. 
         [0048]    Hence, in the course of playing a video game, a user performs pushup or squat exercises and simultaneously repositions the orbital orientation of the hands or feet. The combined motions dramatically increase muscular and connective tissue involvement and thus the extent of fitness development, particularly in the upper body. These exercise routines are time-tested and universally acclaimed by health professionals and exercise experts as being among the best to perform for improved health and physical development. All of the user&#39;s motions are collected and transmitted via a joystick-like mechanism as if it was being operated by hand. 
         [0049]      FIG. 8  is an exploded view of  FIG. 1 . In addition to the main components previously mentioned, the joystick control  124 , is composed of a loop pad  190 , a printed circuit board (PCB) bottom housing  184 , a trigger switch  178 , a main circuit board  157 , a joystick  142 , a set of four PCB springs  154 , a green LED  163 , a red LED  160 , a PCB top housing  133 , a pair of LED lenses  136 , and a pivoting dome  127 . In addition, a hook pad  196  is shown atop a base unit  193 . 
         [0050]    Also shown in  FIG. 8  are the two rotary input devices  206  exploded upwards, with components illustrated from bottom to top for each being a set of five feet  236 , a bottom cover  233 , a spring  230 , a magnet arm  221 , a magnet  224 , a set of reed switches  218 , a circuit board  215 , a housing  212 , and a knob  209 . The foot adapter  203  essentially attaches to the top of the knob  209 . 
         [0051]      FIGS. 9 to 12  detail the parts that provide the connection between the user and the main control  124 . In  FIG. 9  a pair of link connector arms  118  is shown as part of the link connector  115 . In  FIG. 10  (detail A, from  FIG. 9 ), one of two link connector latches  121  is show protruding from the bottom end of a link connector arm  118 .  FIG. 11  is an illustration of the top clip  103  with a detail B ( FIG. 12 ) of a top clip hole  104  and a top clip slot  106 . 
         [0052]    The elastic tether  109  may be made of a highly stretchable tube formulated to maintain its original shape. A latex silicone rubber composition that maintains its shape can be used. Attached at the top of the elastic tether  109  is the top clip  103  ( FIGS. 1 ,  8  and  11 ). The top clip  103  is designed to readily attach to the user&#39;s belt or clothes during operation. Designed into the top clip  103  are a top clip hole  104  and a top clip slot  106  ( FIG. 12 , detail B). The elastic tether  109  is threaded through top clip hole  104  and then bent over to be essentially tightly squeezed into top clip slot  106 . This provides the means to readily fix the elastic tether  109  at varying lengths to accommodate users of differing stature and to vary the intensity of the exercise routines based upon the distance that the body  301  must be lowered to change the state of the trigger switch  178  ( FIGS. 16 ,  19  and  20 ) during pushup-like and squat-like exercises. 
         [0053]    The purpose of the link end  112  ( FIG. 9 ) shown at the top end of the elastic tether  109 , is to prevent the elastic tether  109  from exiting the top clip  103 . Attached at the lower end of the elastic tether  109  is the link connector  115 , illustrated in  FIGS. 1 ,  8 , and  13  to  20 . The link connector  115  has bendable protrusions referenced as a pair of link connector arms  118  ( FIGS. 14 and 18  to  20 ) each having the link connector latch  121  at its lower end ( FIGS. 10 ,  18  and  20 ). The user squeezes inward by the link connector arms  118  so that the link connector latches  121  can be positioned to enter the pivoting dome slots  130  ( FIGS. 18 and 20 ). At this point, the release of the link connector arms  118  causes them to spring outwards to their original shape allowing the link connector latches  121  to become securely positioned within the pivoting dome slots  130  thus latching the link connector  115  to the pivoting dome  127  ( FIGS. 8 ,  13 ,  14 ,  16 , and  18  to  20 ). 
         [0054]      FIG. 13  is a side view of the main control  124  showing the position of the loop pad  190 , a rotate unit connector  172 , the PCB bottom housing  184 , the PCB top housing  133 , the LED lens  136 , the pivoting dome  127 , and the link connector arm  118  of the link connector  115 .  FIG. 14  illustrates an end view of the main control  124  showing the same relationships as shown in  FIG. 13  as well as a side view of the link connector arms  118  of the link connector  115 . 
         [0055]      FIG. 15  is a top view of the main control  124 . The position of the LED lens  136  and the pivoting dome  127  are shown relative to the PCB top housing  133 .  FIG. 16  is a cross sectional view along line C-C of the main control  124  and the link connector  115 . In addition to the component already shown in previous Figures,  FIG. 16  illustrates a video display connector  166 , a trigger switch button  181  and a joystick arm  139 . As illustrated, the PCB springs  154  press down on the main circuit board  157  compressing the trigger switch button  181  onto the upper surface of the PCB bottom housing  184 , thus transferring the trigger switch  178 . The design of the PCB top housing  133  allows the pivoting dome  127  to freely pivot the joystick arm  139  in any direction. 
         [0056]      FIG. 17  is a top view of the main control  124 . The position of the LED lens  136  and the pivoting dome  127  are shown relative to the PCB top housing  133 .  FIG. 19  is a cross sectional back view along line D-D of the main control  124  and the link connector  115 .  FIG. 18  is a detail view E from  FIG. 19  illustrating a pair of pivoting dome slots  130  into which the link connector latches  121  attach the link connector arms  118  to the pivoting dome  127 . As already shown in  FIG. 16 ,  FIG. 19  illustrates the internal structure of the main control  124 . The two rotate unit connectors  172  are also shown.  FIG. 20  is an exploded view of the main control  124  and the link connector  115 . 
         [0057]    The main control  124  is pivotally connected to the link  109  and provides a vertical mechanical connection to the trigger switch  178  ( FIGS. 8 ,  16 ,  19 , and  20 ) as well as electronic connectivity with both the video display software  148 , which controls the video display  145 , and the two rotary input devices  206 . 
         [0058]    The loop pad  190  ( FIGS. 8 ,  13 ,  14 ,  16 ,  19 , and  20 ) that is glued to the bottom of the main control  124  keeps the main control  124  firmly in place by temporarily attaching the main control  124  to the hook pad  196  glued to the base unit  193  ( FIGS. 1 and 8 ) or another surface with a hook pad  196  attached. 
         [0059]    During operation the pivoting dome  127  is pivoted by the user&#39;s side-to-side and forward-to-back body movements though its attachment to the link  109 , as shown in  FIGS. 1A to 6B . The pivoting dome  127  is attached to the joystick arm  139  as shown in  FIGS. 16 ,  18 , and  19 . Movement of the pivoting dome  127  results in a commensurate movement of the joystick arm  139  which directly influences the electronic circuitry of the joystick  142  causing electronic positional information to be propagated to the main circuit board  157  ( FIGS. 8 ,  16 ,  19 , and  20 ) which is further propagated to the computer software  148  to be represented as control information or as up/down and left/right movements of the cursor  151  on the video display  145 , shown in  FIGS. 1 ,  7 A to  7 C, and  8 . 
         [0060]    The link connector  115 , the pivoting dome  127 , the joystick arm  139 , the joystick  142 , the main circuit board  157 , and the trigger switch  178  ( FIGS. 16 , and  19 ) are mechanically connected to one another. During operation, when sufficient upwards pressure is applied to the link connector  115 , caused by the attached elastic tether  109  being drawn upwards by body movement, the tension of the PCB springs  154  is overcome allowing the trigger switch button  181  to move away from the PCB bottom housing  184  to transfer the state of the trigger switch  178  to turn off the red LED  160 , turn on the green LED  163 , and electronically signal the main circuit board  157  of a state change. 
         [0061]    Sufficient body downward movement allows the PCB springs  154  to compress the trigger switch button  181  onto the upper surface of the PCB bottom housing thus transferring the state of the trigger switch  178  to turn on the red LED  160 , turn off the green LED  163 , and electronically signal the main circuit board  157  of a state change. 
         [0062]      FIG. 21  is a top view of the foot adapter  203  with a cross section line F-F indicated.  FIG. 22  is a cross section illustration of  FIG. 21  along line F-F with a detail G highlighting the rotary input device  206 .  FIG. 23  illustrates a detail G of the rotary input device  206  from  FIG. 22  illustrating the supporting feet  236 , the bottom cover  233 , the return spring  230 , the magnet  224 , the magnet arm  221 , the reed switch  218 , the circuit board  215 , the housing  212 , the knob  209 , and the cable  175 . 
         [0063]      FIG. 24  illustrates an exploded view of the rotary input device  206  and the foot adapter  203 .  FIG. 25  represents a bottom view of the rotary input device  206  with the bottom cover  233  removed. Of note is the half-circle arrangement of the reed switches  218  being attached to the circuit board  215 , with one reed switch  218  being hidden from view by the magnet arm  221 . In video game playing, the user&#39;s hands or feet are rotated clockwise or counterclockwise turning the knobs  209  (not shown here but shown in  FIGS. 8 ,  23 , and  24 ). The knob  209  is mechanically fixed to the magnet arm  221  that embodies the magnet  224 . The rotation of the user&#39;s hand thus changes the position of the magnet  224 . When the magnet  224  is moved adjacent to a correspondingly positioned reed switch  218 , the state of the reed switch  218  is changed, or the circuit is closed. When the magnet  224  is moved away from the correspondingly positioned reed switch  218 , the state of the reed switch  218  is changed, or the circuit is opened. The return spring  230  returns the magnet arm  221 , and thus the magnet  224  and the knob  209  to a set forward facing position. The cable  175  is connected to the circuit board  215  and, as indicated in  FIG. 1 , it is connected at its far end to the joystick control  124 . The circuit board  215  provides electrical connectivity between the reed switches  218  and the cable  175 . 
         [0064]    A typical gaming joystick has a particular button or switch that performs as a trigger. This function is provided by the trigger switch  178  ( FIGS. 8 ,  16 ,  19 , and  20 ). Downward and upward motions of the body cause changes in the state of the trigger switch  178  which are reported by the main control  124  to the display software  148  ( FIGS. 1 ,  7 A to  7 C, and  8 ) as if a user was pressing and releasing a trigger on a joystick. 
         [0065]    Additional buttons on a gaming joystick may serve to activate different kinds of actions, possibly to intercept a target or to take aim, as in a videogame. In this invention, the reed switches  218 , housed within the rotary input devices  206  ( FIGS. 23 to 25 ), serve this purpose. Activated and deactivated by the rotational movement of the user&#39;s hands or feet, changes in the state of individual reed switches  218  are reported to the joystick control  124  for processing and then sent to the software  148  ( FIGS. 1 and 8 ) to perform corresponding actions as if buttons were being pressed on a gaming joystick. 
         [0066]    The preferred embodiment of the invention uses an elastic tether  109  as the operating part that interfaces with the joystick control  124  to communicate the position of the body  301 . Other arrangements are also contemplated. 
         [0067]    For example, a string-like element, much like a fishing line, attached to and spooled at its lower end onto a rotationally sprung pulley would provide a pivotal extendable link between the body  301  and the joystick control  124 . Further, given the rotational nature of the pulley, a quadrature would keep track of the number of pulley turns thus emulating the trigger switch  178  in terms of keeping track of the vertical position of the user. The electronic output of the quadrature could also be interpreted by the display software  145  to establish the initial starting height of the body  301  as well as the actual distance of vertical movement during operation. This would provide a programmable means to accommodate users of differing stature as well as setting any number of downwards motion levels to essentially trigger the threshold for a trigger switch transfer.