Abstract:
An exercise and video game control apparatus comprising a carriage suspended from a frame by support cables; a first handle coupled to the support cables within arm-reach of the suspended carriage; and a first sensor that generates game related signals when the user biases the game chair away from the first handle. Some embodiments may further comprise a sway bar coupled to the game chair and a plurality of cables, wherein the sway bar reduces motion of the game chair when the user biases the game chair away from the first handle; a rocker coupled to a bottom surface of the frame; and a footpad coupled to the frame within leg-reach of the game chair, the footpad adapted to rotates the frame from a neutral position along the rocker.

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This patent claims the benefit of U.S. Provisional Application Ser. No. 61/412,777, filed Nov. 11, 2010, which is herein incorporated by reference in its entirety. 
    
    
     BACKGROUND 
     This invention generally relates to a combination video game controller and exercise machine. More specifically, the invention relates to a video game controller that provides resistance training and simulated movement. 
     Modern exercise equipment generally falls into two categories, machines focused on improving a user&#39;s cardiovascular fitness and machines focused on increasing strength. Some of the cardiovascular systems have included simple games. The games, however have been limited to the display of a virtual ‘rabbit’ that helps the user maintain their desired pace. 
     Game controllers have traditionally been handheld devices designed to be actuated using small movements of the user&#39;s thumbs and fingers. More modern designs, such as the Wii by Nintendo, allow the user to make large body movements that correspond to the action in the game. In both designs, however, there is little resistance behind these movements, and therefore, little exercise occurs. 
     SUMMARY 
     Embodiments of the present invention combine video game control and exercise, as well as create an enhanced video gaming experience. Some embodiments allow the user to push or pull on foot and hand holds. The pushing and pulling rolls and tilts the user in a way that corresponds to the action in the video game. The energy needed to power the simulation may be created by the user. Thus, unlike conventional simulators that use a complicated array of hydraulics to provide the roll and tilt motion, embodiments of the present invention rely on a simple apparatus powered with human strength. In addition, the game control movement also provides the user with exercise. 
     One aspect of the present invention is an exercise apparatus, comprising a carriage suspended from a frame by support cables; a first handle coupled to the support cables within arm-reach of the suspended carriage; and a first sensor that generates game related signals when the user biases the game chair away from the first handle. Some embodiments may further comprise a sway bar coupled to the game chair and a plurality of cables, wherein the sway bar reduces motion of the game chair when the user biases the game chair away from the first handle; a rocker coupled to a bottom surface of the frame; and a footpad coupled to the frame within leg-reach of the game chair, the footpad adapted to rotates the frame from a neutral position along the rocker. 
     Another aspect of the present invention is game controller for transmitting operation data to a computer executing a game program. One embodiment of this game controller comprises a first handle operatively coupled to a first sensor, wherein the sensor generates game related data in response to a user input on the first handle; and a game chair suspended from a frame, wherein the user input on the first handle biases the game chair from a neutral position relative to the frame, and wherein a response time of the first sensor to the user input is less than a response time of the game chair to the user input. Some embodiments may further comprise a footpad coupled to the frame, wherein user input on the footpad pitches the frame around a rocker surface; and a sway bar coupled to the first handle and the second handle by a cable, wherein the sway bar is adapted to reduce motion of the game chair in response to the user input on the first and second handles. 
     Another aspect of the present invention is a method of controlling a video game. One embodiment of this method comprises rolling a suspended video game chair away from a first handle, the first handle having an integrated sensor that generates first game related data in response the rolling; and pitching the suspended video game chair away from a foot rest, wherein the pitching rolls the handle generates second game related data in response to the pitching. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWING 
         FIG. 1   a  is a partial side view of one embodiment of the present invention, with the support wires, footpads and the forward/reverse wires removed for clarity. 
         FIG. 1   b  is a detailed view of a carriage embodiment. 
         FIG. 1   c  is a detailed view of a coupler embodiment. 
         FIG. 1   d  is a detailed view of a rocker frame embodiment. 
         FIG. 1   e  is a detailed view of a connection between a carriage embodiment and a stabilizing bar brace. 
         FIG. 2   a  is a partial rear view of one embodiment, showing a game chair, a video monitor and a partial view of the mechanism used to perform left and right motion. 
         FIG. 2   b  depicts the forces that occur during a left turn. 
         FIG. 3  is a rear view of a sway bar in two different positions: a center/neutral position and a right/elevated position (i.e., the position in which simulates a left turn in game). 
         FIGS. 4   a - 4   c  are rear views of a hand controller in three different game control orientations (straight, left and right). 
         FIG. 5   a  is partial side view of an embodiment in a move backward (neutral) command position. 
         FIG. 5   b  is a partial side view of an embodiment in a move forward command position. 
     
    
    
     LIST OF NAMED ELEMENTS 
     
         
           100 —Exercise and gaming apparatus 
           101 —Rear upper support wire 
           105 —Coupler 
           107   a —Hand controller, left side 
           107   b —Hand controller, right side 
           108 —Front end of coupler 
           109 —Rear end of coupler 
           110 —Front upper support wire 
           115   a —Left lower support wire 
           115   b —Right lower support wire 
           120 —Game chair 
           125 —Carriage 
           127 —Carriage frame 
           130 —Video monitor 
           132 —Game console 
           135 —Upper stabilizing bar 
           140 —U-joint pivot 
           142 —Hinge pivot 
           144 —Upper stabilizing bar brace 
           145 —Rocker frame 
           150 —Front rocker frame member 
           155 —Upper rocker frame member 
           160 —Rear rocker frame member 
           165 —Bottom rocker frame member 
           170 —Sway bar 
           174 —Rocker track 
           175 —Grove 
           180 —Upper stabilizing bar brace 
           188 —Stabilizing wire 
           205 —Sway bar support 
           210 —Lower sway bar support pivot 
           215 —Upper sway bar support pivot 
           302   n —Sway bar in neutral position 
           302   b —Sway bar in biased position 
           320 —Elevation Path of Sway bar Pivot 
           330 —Elevation change 
           515 —Footpad 
           545 —Footpad to rocker band 
           550 —Footpad to carriage connector 
           560 —Foot straps 
       
    
     DETAILED DESCRIPTION 
       FIGS. 1-5   b  depict one embodiment  100  of a video game control and exercise apparatus. The embodiment  100  illustrated in these figures is desirable because it can be used with any sort of game, but may be particularly appropriate for video games that use a first person perspective and/or in video games that simulate motion (e.g., flying, boating, or driving games). Moreover, this embodiment  100  can replace a traditional hand held game controller in existing games, such as those written for the Sony Playstation or Microsoft XBox platforms, or be part of a custom platform with its own specialized software. 
     Unlike traditional controllers, which are held in the user&#39;s hands and operated using their fingers and thumbs, the embodiment  100  in  FIGS. 1-5   b  allows the user to sit in the device; to control the game with large, resisted movements of their arms and legs; and to physically experience motion in multiple dimensions. Accordingly, in operation, the user sits in a game chair  120  during game play. The user&#39;s arms control left and right motion, while their legs control forward and backward motion. Moving the hand and feet controls adjusts the orientation of the chair  120 , while simultaneously controlling simulated action the video game. That is, large scale motion of the user&#39;s arms and legs physically roll and tilt the user and move the user left or right, forward or backward. This real-world, three-dimensional movement is desirable because it corresponds with the simulated, in-game movement of the user&#39;s representation (i.e., avatar) in many video games. In addition, the user&#39;s physical exertion powers this movement and the user&#39;s own weight provides resistance to it. In this way, these embodiments combine to provide exercise and create a more compelling gaming experience. Some embodiments include additional buttons operated with the fingers and thumbs which control the firing of guns or other actions required by the game being played. 
     Overall Shape and Function 
       FIG. 1   a  shows a partial view of a right side of one video game controller and exercise apparatus embodiment  100 , with the foot controls removed for clarity. This embodiment  100  includes a carriage  125  suspended from a rocker frame  145  by a front upper support wire  110 , a rear upper support wire  101 , a coupler  105 , and a lower support wire  115 . The carriage  125 , in turn, comprises a game chair  120 , a video monitor  130 , and a game console  132 , which are rigidly held together by a carriage frame  127 . The game console  132  in this embodiment is operably connected to the video monitor  130  and a plurality of sensors (described in more detail with reference to  FIGS. 4-5 ) by wires (not shown), infrared signals, wireless signals, or the like.  FIG. 1   a  also shows an upper stabilizing bar  135  connected to an upper stabilizing bar brace  180  by a hinge pivot  142 , and connected to the carriage  125  by a U-joint pivot  140 . 
     As best shown in  FIGS. 1   a  and  1   d , the rocker frame  145  in this embodiment  100  comprises twin front rocker frame members  150 , twin rear rocker frame member  160 , twin upper rocker frame members  155 , and twin bottom rocker members  165  (only one of each frame member shown for clarity) that are rigidly attached together at their ends. The bottom rocker members  165  in this embodiment rest in and pivot along twin grooved rocker tracks  174 . The grooves  175  in the rocker tracks  174  prevent the rocker frame  145  from siding to the user&#39;s left or right during vigorous game play. The rocker tracks  174  in this embodiment  100  are also inclined, for example, at a two-degree slope relative to level ground. In this way, gravity prevents the rockers  145  from sliding forward, up the slope, during use. The two stabilizing wires  188  in the grooves  175 , each attached to the back edge of the bottom rocker frame member  165  and to either the upper stabilizing bar brace  144  or the top of the rocker track  174 , similarly prevent the rocker frame  145  from sliding backward during use. In other embodiments, the rocker frame  145  could be attached to walls and/or floor by elastic bands to prevent undue sliding during game-play. In still other embodiments, the curved rocker bottoms  165  could be replaced by a swinging seat suspended from a fixed platform by a four-bar linkage, such at those used in gliding rocking chairs. 
     As best shown in  FIGS. 1   a  and  1   c , the front upper support wire  110  and rear upper support wire  101  are connected to opposite ends  108 ,  109  of the coupler  105 . The lower support wire  115 , in turn, is connected to the middle of the coupler  105 . Two of these support assemblies, i.e., elements  101 ,  105 ,  110 ,  115 , are present in this embodiment  100 ; one assembly on the user&#39;s left side of the carriage  125  and one assembly on the user&#39;s right side of the carriage  125 . Each coupler  105  is connected to a grip-shaped hand controller  107  (described in more detail with reference to  FIG. 4 ). Each of the two pairs of upper support wires  101  and  110  are attached to and held up by the rocker frame  145 . The lower support wires  115  are connected to the bottom of the carriage  125  via a sway bar  170  (discussed in more detail with reference to  FIG. 3 ). 
       FIGS. 1   a  and  1   e  show a view of the upper stabilizing bar  135 . The upper stabilizing bar  135 , the hinge pivot  142 , and the u-joint pivot  140  combine to allow the carriage  125  to move up and down, tilt and turn relative to the upper stability bar brace  180 , while preventing the top of the carriage  125  from move left, right, forward or backward relative to the bar brace  180 . This feature is desirable because prevents the carriage  125 , and thus the user, from falling over during game play. 
     Left and Right Motion 
     Left and right motion of the carriage  125  and the user&#39;s avatar in this embodiment  100  is generated and controlled by the user&#39;s arms. If the user wants their avatar to turn left, the user can pull down on the left hand controller  107   a , push up on the right hand controller  107   b , or both simultaneously. These actions will slide the chair  120  to the user&#39;s left, pivots the chair  120  in a clockwise direction about the z axis, and tilts the chair  120  to the right by moving the bottom of the chair  120  to the left at a greater rate than the top of the chair  120  around the U-joint pivot  140 . Quicker, more forceful movement using both hands will produce a larger, faster turn, both of the chair  120  relative to the U-joint pivot  140  and of the user&#39;s avatar in-game. That is, if the user wants to make a slow left turn they will pull down slightly with the left arm or push up slightly with the right arm. If the user wants to make a fast left turn, the user will pull down harder with the left arm while pushing up with the right arm. 
       FIG. 2   a  shows a partial view from the rear of the embodiment  100  showing the sway bar  170  connected to the rocker frame  145  (see  FIG. 1   a ) by a left lower support wire  115   a  and a right lower support wire  115   b . The sway bar  170  in this embodiment is a rigid, upside-down v-shaped structure that rotates about the sway bar support  205  at the support pivot  215 . The sway bar support  205 , in turn, comprises a rigid member flexibly coupled to the carriage  125  at support pivot  210 . Taken together, pivot  215  and pivot  210  allow the carriage  125  to move left-right, forward-backward, and twist relative to the sway bar  170  during game-play. 
       FIG. 2   b  illustrates the forces occurring during an example left turn in more detail. The downward force of the user&#39;s left arm against the left handle  107   a  pulls the game chair  120  upward and to the left, thereby tilting the game chair  120  in a clockwise direction. The upward force of the user&#39;s right arm against the right handle  107   b  simultaneously pushes the game chair  120  down and to the left, while also tilting it in the clockwise direction. Advantageously, the user&#39;s and chair&#39;s  120  movement leftward and upward is resisted by the user&#39;s body weight, which allows the exercise level to scale naturally with the user&#39;s size. That is, as the game chair  120  moves upward and to the left, the sway bar  170  forces an increase in elevation. This change in elevation both creates resistance to the movement of the carriage  125 , and returns the user and carriage  125  to the center position when the user removes the applied forces. 
       FIG. 3  depicts the sway bar  170  in operation during a right turn command, as the sway bar  170  moves between a center/neutral position  302   n  and a biased/turning position  302   b . The path arrow  320  in  FIG. 3  depicts the path of the center pivot point  305  of the sway bar  170  during operation. A change in elevation  330  over the course of path  320  both creates resistance to side movement and returns the user&#39;s chair  120  to the center position when the user removes the applied force. 
     The sway bar  170  in this embodiment  100  is desirable because it allows for control of the curvature of path  320 . That is, the sway bar  170  controls the path and elevation of the carriage  125  during left and right game control motion. As the user moves left or right by pushing and pulling against the hand controllers  107 , the sway bar  170  takes up the slack from one side and delivers this slack to the opposite side, thereby controlling the amount elevation of the carriage  125  for a given horizontal motion. In this way, the sway bar  170  controls the change in elevation of the chair  120  relative to its horizontal motion, which in turn, allows control of the amount of resistance, relative to their body weight, that the user will need to exert to perform left and right turns. 
     While the upside down v-shaped sway bar  170  is desirable to provide the balance between resistance and motion, other sway bar shapes are within the scope and spirit of the invention. For example, the sway bar could constitute a circular member eccentrically mounted to the frame or a rectangular board. Similarly, some embodiments may replace or supplement the sway bar with weight plates and/or elastic bands to increase the resistance to movement and/or control the power curve experienced by the user. 
       FIGS. 4   a ,  4   b , and  4   c  show a rear view of the left hand controller  107  in its neutral, left turn, right turn positions, respectively. The right side is a mirror image of the left. As shown in these figures, the angle between the coupler  105  and the lower support wire  115  changes as the user pushes or pulls on the hand controller. A potentiometer (not shown) integrated into the left and right controllers  107  at the point in which the hand controller  107  meets the lower support wire  115  measures the change in this angle and sends corresponding input signals to a gaming console (not shown). These signals are used to control left and right movement of the user&#39;s avatar in-game. In other embodiments, the sensor measures the angle(s) between the U-joint pivot  140  and the hinge pivot  142 , which may be desirable because these measurements, when combined by software, could define where the user is in space and how fast they are moving. In still other embodiments, the sensor measures the angle between the coupler  105  and lower support wire  115 , or could use the Kinect system from Microsoft to directly measure the location of the carriage  125  user in the apparatus  100 . The carriage movement could be directly used as input into the gaming console  132 , thus more closely matching the simulated forces felt as the user sits in the chair  120  and movement of the user&#39;s avatar in-game. 
     As also shown in  FIGS. 4   a - 4   c , when the user pushes or pulls on the hand controllers  107 , the resulting forces will bend the support wires  101 ,  110 ,  115 . This bending allows the apparatus  100  to provide quick control input into the video game, while more gradually moving the carriage  125 . That is, when the user pushes and pulls on the hand controllers  107 , the bends the support cables. This bending stores some energy. This stored potential energy, in turn, allows the response time of the carriage  125  to be delayed slightly relative to the game related signals. In addition, the stored energy is desirable the user can let go of the hand controllers  107  and the tension in the support wires will quickly move the controls back to the neutral/straight position shown in  FIG. 4   a.    
     One embodiment  100  bends a 1.5 inch section of the support wires  101 ,  110 ,  115 . A larger bending section would increase the force needed to move the hand controllers  107  and send input to the video. It would also increase the amount of carriage  125  movement. These changes are within the scope and spirit of the invention. 
     For some video games, the user may need some specialized controls, such as buttons, triggers, throttles, and the like. These controls can be integrated into the hand controllers  107 , mounted in front of the user near the video monitor  130 , or in some other convenient location. Unlike the hand controllers  107  described above, these supplemental controls may not be resisted by the user&#39;s weight and can thus be activated with minimal force. 
     Forward and Backward Motion 
       FIGS. 5   a  and  5   b  are partial views of a right side of one video game controller and exercise apparatus embodiment  100 , with the arm controls and support wires removed for clarity.  FIGS. 5   a  and  5   b  include the carriage  125 , the front rocker frame member  150 , the rear rocker frame member  160 , the upper rocker frame member  155 , the bottom rocker frame member  165 , and a footpad  515 . The footpad  515  is rotatably coupled to the carriage  125  by a carriage connector  550  and coupled to the rocker frame  145  by an elastic rocker band  545 . The footpad  515  also includes foot straps  560  in this embodiment.  FIG. 5   b  also labels the force on the rocker frame  145  and the force on the carriage  125  produced by the rocker band  545 . 
     In operation, the user controls forward and backward movement by extension and flexion (i.e., contracting) of their legs, specifically, by pulling against the footpad straps  560  to generate a reverse command and pushing their legs against the footpad  515  to generate a forward command. These motions expand and contract the rocker band  545  and change its angle relative to the front rocker frame member  150 .  FIG. 5   a  illustrates the apparatus  100  when the user is performing the move backward command. The user begins by performing a crunch and/or bringing the knee in toward the stomach. This motion reduces the tension in the elastic rocker bands  545  and increases the angle between the rocker band  545  and the front rocker frame member  150 . This change in force and angle, in turn, pitches the rocker frame  145  backward, in a counterclockwise direction, and pitches the carriage  125  forward, in a clockwise direction.  FIG. 5   b  shows a side view of the apparatus  100  when the user is performing a ‘move forward’ command. The user begins by extending their legs outward. This motion increases the tension in the elastic rocker bands  545  and decreases the angle between the rocker band  545  and the front rocker frame member  150 . This change in force and angle, in turn, pitches the rocker frame  145  forward, in a clockwise direction, and pitches the carriage  125  backward, in a counterclockwise direction. 
     In one embodiment, the upper rocker frame member  155  is about 5.5 feet above the bottom rocker frame member  165  and the bottom rocker frame member  165  has an approximate 7 foot radius of curvature. These dimensions can produce desirable force and response characteristics. However, altering the mounting height of the support wires  101 ,  110  and  115  changing the radius of curvature of the rocker bottom  165  may be desirable to change the amount of carriage  125  movement or to change the amount of resistance the user experiences and are within the scope and spirit of the invention. Similarly, changes to the elastic strength of the rocker band  545  can alter the force and response characteristics and are within the scope and spirit of the invention. 
     In this embodiment  100 , forward/reverse game control signals are generated by a potentiometer located at the point at which the carriage connector  550  meets the carriage  125  and that measures the angle of the carriage connector  550  with respect to the carriage  125 . As shown by comparing  FIGS. 5   a  and  5   b , this angle changes as the user flexes and extends their legs against the footpad  515 . 
     In the embodiment in  FIGS. 5   a  and  5   b , the user must both actively move their legs to initiate movement, and actively resist the resulting momentum at the end of the movement. This dual action is desirable because it can provide an enhanced workout. However, other embodiments are within the scope and spirit of the present invention. For example, in some embodiments, the rocker frame  145  may be made shorter and shock absorbers added to each ends. These embodiments may be desirable because they allow the device to be physically smaller, and may allow the user to make more violent movements. In addition, the bottom rocker frame member  165  may be formed into various shapes in some embodiments, which can allow tailoring of the force/response curve. The spring coefficient of the elastic rocker bands  545  could be increased, which will allow more forward movement as the user moves the footpad. 
     Some embodiments of the present invention offer numerous advantages over conventional game controllers. For example, during normal video game play, the user may need to make some fast and precise movements. Therefore, the controls of the video game in this embodiment  100  are not directly connected to the position of the carriage  125 . Instead, the sensors are built into the hand controller  107  and footpad  515 , and activation merely alters the balance of the embodiment. In this way, the response time (lag) in game control is much less than the response time (lag) of the carriage  125 . 
     While the present invention has been particularly described in conjunction with a preferred embodiment, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art in light of the foregoing description. For example, some embodiments may add attach a motor with an offset mass to the carriage  125  to provide vibrating/haptic feedback in response to in-game events, such as when the user&#39;s avatar is being attacked. Other embodiments may include next generation haptic actuator technologies, such as electro-active polymers, piezoelectric actuators, and electrostatic surface actuators. Still other embodiments vary the resistance required to move the carriage  125  in response to in-game events, such as when the user&#39;s avatar is going up or down hill. One such embodiment varies the resistance using compressed air (pneumatics) mounted between the carriage  125  and the rocker frame  145 . Moreover, those skilled in the art will appreciate that any particular nomenclature used in this description was merely for convenience, and thus the invention should not be limited to use solely in any specific application or orientation identified and/or implied by such nomenclature. It is therefore contemplated that the appended claims will embrace any such alternatives, modifications and variations as falling within the true scope and spirit of the present invention.