Patent Publication Number: US-2020289919-A1

Title: Configuration for providing a user experience based on communication with a footwear apparatus

Description:
BACKGROUND 
     1. Field 
     This disclosure generally relates to computing devices. More particularly, the disclosure relates to a configuration for providing a user experience based on communication with a footwear apparatus. 
     2. General Background 
     Recent developments in technology have led to various activity tracking devices (e.g., smartwatches) that may be worn by a user during a physical activity, such as running. The activity tracking device is typically worn on the wrist, and may have one or more sensors that attempt to determine activity based on periodic bursts of motion. For example, a conventional activity tracking device may have an accelerometer integrated therein. To track steps taken by a user, a conventional activity tracking device will typically count the number of times a user moves his or her wrist—presuming that each motion of the wrist corresponds to a step taken in the natural walking/running stride of a user. 
     Yet, such presumptions may often lead to inaccurate activity tracking measurements. For example, a user&#39;s hands may be preoccupied during a physical activity (e.g., pushing a cart, holding a smartphone, etc.). In other words, the feet of the user may be moving while the hands of the user are relatively stationary, thereby leading to uncounted steps by the activity tracking device. Alternatively, the user&#39;s hands may be moving while the user is relatively stationary (e.g., sitting while taking a break from the physical activity), which could result in steps being added even though no steps were actually taken. 
     As a result, conventional activity tracking devices placed on the wrist of a user do not accurately measure physical activities of a user. 
     SUMMARY 
     In one embodiment, a computer program product comprises a non-transitory computer useable storage device that has a computer readable program. When executed on a computer, the computer readable program causes the computer to receive, from a footwear apparatus, motion data corresponding to a foot movement of a user wearing footwear operably attached to the footwear apparatus. The motion data is measured by one or more sensors operably attached to the footwear. Further, the computer is caused to provide, with a processor positioned within a mobile computing device, a user experience based on the motion data. Additionally, the computer is caused to display, via a display device in operable communication with the mobile computing device, the user experience. 
     In another embodiment, a different computer is caused to sense, with one or more sensors operably attached to a footwear apparatus, a foot movement of a user wearing footwear operably attached to the footwear apparatus. Further, the computer is caused to send, from the footwear apparatus to a mobile computing device, motion data corresponding to the foot movement of the user wearing the footwear such that the mobile computing device provides a user experience based on the motion data. 
     In yet another embodiment, a footwear apparatus has footwear in which a foot of a user is positioned. Further, the footwear apparatus has a sensor that senses a foot movement of a user wearing the footwear. The sensor is operably attached to the footwear. Moreover, the footwear apparatus has a transmitter that sends, from the footwear apparatus to a mobile computing device, motion data corresponding to the foot movement of the user wearing the footwear such that the mobile computing device provides a user experience based on the motion data. The transmitter is operably attached to the footwear. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The above-mentioned features of the present disclosure will become more apparent with reference to the following description taken in conjunction with the accompanying drawings wherein like reference numerals denote like elements and in which: 
         FIG. 1  illustrates a user experience configuration that may be used to generate a user experience based on communication between a footwear apparatus and a mobile computing device. 
         FIG. 2  illustrates an example of a user that uses the footwear apparatus in conjunction with the mobile computing device, which are both illustrated in  FIG. 1 , to view, and/or participate in, a user experience. 
         FIG. 3A  illustrates the display unit rendering a profile screen corresponding to an avatar for the user illustrated in  FIG. 2 , upon the user activating the avatar indicium. 
         FIG. 3B  illustrates the display unit rendering a map screen, upon the user activating the map indicium from the menu, corresponding to various benchmark indicia that may be earned by the user at various physical locations. 
         FIG. 3C  illustrates a metrics screen that provides a graphical representation of the activity of the user, based upon the user activating the metrics indicium from the menu. 
         FIG. 3D  illustrates a detailed metrics screen that may provide more detailed activity to the user, based upon the user activating the metrics indicium from the menu or activating an additional indicium displayed within the metrics screen illustrated in  FIG. 3C . 
         FIG. 4A  illustrates the user positioned within a real-world environment (e.g., street with a nearby building). 
         FIG. 4B  illustrates the display unit of the AR glasses rendering the virtual soccer ball as it is about to be kicked by the user. 
         FIG. 4C  illustrates the user, in the real-world, kicking the virtual soccer ball illustrated in  FIGS. 4A and 4B . 
         FIG. 4D  illustrates the calculated trajectory of the virtual soccer ball toward the virtual soccer net, as rendered by the display unit of the AR glasses. 
         FIG. 4E  illustrates a user kicking the virtual soccer ball toward a side of a building. 
         FIG. 4F  illustrates another example of the user using the footwear apparatus to interact with a virtual object during an AR experience. 
         FIG. 4G  illustrates the user tapping the virtual object to open the virtual object in the AR experience. 
         FIG. 4H  illustrates another example of the user using the footwear apparatus to interact with virtual kicking indicia during an AR experience. 
         FIG. 4I  illustrates an alternative to the configuration illustrated in  FIG. 4A . 
         FIG. 5A  illustrates the user positioned within a real-world environment (e.g., street with a nearby building). 
         FIG. 5B  illustrates the display unit of the AR glasses rendering the virtual hurdle as the user is about to jump over it. 
         FIG. 5C  illustrates the user, in the real-world, jumping over the virtual hurdle in  FIGS. 5A and 5B . 
         FIG. 5D  illustrates the calculated trajectory of one or both feet of the user with respect to the virtual hurdle, as rendered by the display unit of the AR glasses. 
         FIG. 6A  illustrates the user positioned within a real-world environment. 
         FIG. 6B  illustrates the display unit of the AR glasses rendering the virtual basketball net as the user is about to throw the virtual basketball toward it. 
         FIG. 6C  illustrates the user, in the real-world, jumping to throw the virtual basketball toward the virtual basketball net. 
         FIG. 6D  illustrates the calculated trajectory of the virtual basketball with respect to the virtual basketball net. 
         FIG. 7  illustrates a process that may be used by the mobile computing device, illustrated in  FIG. 1 , to render a user experience based on motion data captured by the footwear apparatus, also illustrated in  FIG. 1 . 
         FIG. 8  illustrates a process that may be used by the footwear apparatus, illustrated in  FIG. 1 , to sense motion data of a foot of a the user, illustrated in  FIG. 2 . 
     
    
    
     DETAILED DESCRIPTION 
     A user experience configuration is provided herein to render a user experience for a user of a mobile computing device (e.g., smartphone, smart glasses, etc.) based on communication with a footwear apparatus. In contrast with previous configurations, the user experience configuration receives data from one or more sensors positioned within various forms of footwear (e.g., shoe, sneaker, boot, slipper, sandal, etc.). By placing such sensors within footwear, rather than on the wrist of a user, the user experience configuration is able to more accurately determine the position of the foot of a user, thereby more accurately tracking physical activity corresponding to the user. For example, a user may hold a smartphone in a steady position (i.e., to talk, send text messages, listen to music, etc.) while walking, and have a number of steps accurately counted. Further, the user may sit and freely move his or her hands, without having an impact on the number of steps accurately counted. Such placement of the sensors also allows for generating a user experience based on physical interaction of one or more feet with one or more virtual objects in the user experience. 
     Various types of user experiences may be generated as a result of communication with the footwear apparatus. Firstly, an activity tracking software application may be used to track fitness activity of a user based on data received from the footwear apparatus. Secondly, a game software application may be used to provide a gaming experience to the user based on the data received from the footwear apparatus. Thirdly, an augmented reality (“AR”) or virtual reality (“VR”) software application may be used to provide an AR/VR experience to the user based on the data received from the footwear apparatus. The foregoing user experiences are provided only as examples, and are provided herein only for illustrative purposes. (Other possible user experiences may be generated as a result of communication with the footwear apparatus.) 
       FIG. 1  illustrates a user experience configuration  100  that may be used to generate a user experience based on communication between a footwear apparatus  101  and a mobile computing device  102 . 
     For instance, the footwear apparatus  101  may have various componentry (processors, processing boards, circuitry, sensors, etc.) that are integrated within, or operably attached to, footwear (e.g., shoe, sneaker, boot, slipper, sandal, etc.). For example, the footwear apparatus  101  may have a processor  114  that coordinates various operations (e.g., capturing sensed data, performing calculations on the sensed data, performing communication operations between internal and/or external devices with respect to the footwear, etc.). The processor  114  may also have various sensors, such as a motion sensor  103  (e.g., accelerometer, gyroscope, magnetometer, etc.) that detects motion of the footwear. In other words, the processor  114  directly detects motion of a foot of the user, rather than indirectly via a hand of the user, thereby more accurately determining the foot motion of a user. Further, the footwear apparatus  101  may have a transmitter  104  that is used to transmit the sensed motion data from the footwear apparatus  101 . For example, the transmitter  104  may transmit the sensed motion data, via a wireless network  105 , to the mobile computing device  102 . (Alternatively, the transmitter  104  may transmit the sensed motion data via a wired connection, such as a USB cable, to the mobile computing device  102 .) 
     Upon receiving the sensed motion data, the mobile computing device  102  (e.g., smartphone, tablet device, smart glasses, etc.) uses various componentry to generate a user experience. For example, the mobile computing device  102  may have a processor  106  that coordinates the operations of various componentry within the mobile computing device  102 . The processor  106  may perform operations by executing code stored in a memory device  109 . As an example, the mobile computing device  102  may have a storage device  110  that stores user experience code  111 , which may be used to provide a user experience based on the sensed motion data. The mobile computing device  102  may also have a transceiver  107 , or a stand-alone receiver, which receives the sensed motion data via the wireless network  105  from the transmitter  104  of the footwear apparatus  101 . In one embodiment, the user experience is generated via a cloud configuration. For example, the transceiver  107  may send the sensed motion data via a network  113  (computerized, telecommunications, etc.) to a remotely located server  112 , which may generate a user experience from the sensed motion data. The server  112  may then send the user experience via the network  113  to the mobile computing device  102  to render the user experience at the mobile computing device  102 . In other words, the server  112 , which may have more computational capacity than the mobile computing device  102 , may perform computationally intensive calculations (e.g., for an AR experience) so that the mobile computing device  102  does not have to perform such calculations, thereby improving computational efficiency. In an alternative embodiment, the processor  106  in the mobile computing device  102  may directly perform the calculations to generate the user experience. 
     Upon the user experience being generated, either directly or indirectly, the processor  106  renders the user experience on a display unit  108  (e.g., display screen of a smartphone, glass portion of smart glasses, etc.). Optionally, the mobile computing device  102  may also have various audio devices (e.g., audio speakers) that may be used to enhance the visual aspects of the user experience. 
     As an alternative to the mobile computing device  102 , a computing device such as a desktop computer or a kiosk may be used herein. 
     Finally, in one embodiment, the footwear apparatus  101  may optionally have a location sensor  115  (e.g., GPS device) that determines the real-world coordinates corresponding to the physical location of the footwear apparatus  101 ; such location data may be used by the processor  114  of the footwear apparatus  101  and/or the processor  106  of the mobile computing device  102  to generate the user experience in conjunction with the sensed motion data. For example, the user experience may be an AR experience that combines the sensed motion data with graphical imagery generated based upon a particular location corresponding to GPS coordinates of the footwear apparatus  101 . In another embodiment, the location sensor  115  may be positioned within the mobile computing device  102 . 
       FIG. 2  illustrates an example of a user  201  that uses the footwear apparatus  101  in conjunction with the mobile computing device  102 , which are both illustrated in  FIG. 1 , to view, and/or participate in, a user experience. The user  201  may then view the user experience via the display unit  108  during, or at the completion of, a physical activity. For example, the user  201  may view various activity graphics corresponding to various metrics (e.g., steps taken, calories burned, etc.) via the display unit  108 ; such metrics are generated based on motion data sensed by the motion sensor  103  of the footwear apparatus  101 . 
     In one embodiment, the footwear apparatus  101  may be partially integrated within a sole portion  203  of footwear  202  and partially integrated within a top portion  204  of the footwear  202 . For example, the processing componentry (e.g., processor  114 ) may be positioned within the sole portion  203 , whereas the sensing componentry (e.g., motion sensor  103 ) may be positioned at the top portion  204 . The various componentry of the footwear apparatus  101  may communicate via various types of connectivity (e.g., wireless or wired). By having the motion sensor  103  positioned at the top portion of  204  of the footwear  202 , the processor  114  is able to generate virtual objects at positions that coincide with real-world positioning of the foot of the user  201 . Although the motion sensor  103  is illustrated as being positioned at the top portion  204 , the motion sensor  103  may, alternatively, be positioned at other portions (e.g., front, side, rear, bottom, or a combination thereof) of the footwear  202 . 
     In another embodiment, the footwear apparatus  101  may be fully integrated within portions of the footwear  202  other than the sole portion  203 . For example, the motion sensor  103  may be positioned at the top portion  204 , the processor  114  may be positioned at a rear portion of the footwear  202 , and the transmitter  104  may be positioned on a side portion of the footwear  202 . (The foregoing example is provided solely for illustrative purposes; the various componentry of the footwear apparatus  101  may be positioned individually, or in combination, at, or within, various portions of the footwear  202 .) 
     In yet another embodiment, the footwear apparatus  101  may be fully integrated within the sole portion  203  of the footwear  202 . 
     Although the footwear apparatus  101  is illustrated in  FIG. 2  as being integrated within the footwear  202 , in an alternative embodiment, the footwear apparatus  101  may be externally attached to the footwear  202 . For example, the top portion  204  may have a connector (e.g., VELCRO® brand fastener, clip, magnet, etc.) that adheres to the motion sensor  103 , or a connector thereof. As another example, the motion sensor  103  may be adhered to the footwear  202  without the footwear having a connector placed thereon (e.g., via a connection device such as a strap). The foregoing examples of attachment approaches are not limited to attachment of the motion sensor  103  to the footwear  202 , and may also be used to attach other componentry (e.g., processor  114  or transmitter  104 ) to the footwear  202 . 
       FIGS. 3A-3D  illustrate example screen displays of the display unit  108  of the mobile computing device  102 , illustrated in  FIG. 1 . A menu  310  may be displayed throughout the various screen displays to allow the user  201  to navigate to the various screen displays. For example, the menu  300  may have an avatar indicium  301 , a map indicium  302 , and a metrics indicium  303 . (An indicium may be an icon, button, etc.) 
       FIG. 3A  illustrates the display unit  108  rendering a profile screen  310  corresponding to an avatar  311  for the user  201  illustrated in  FIG. 2 , upon the user  201  activating the avatar indicium  301 . In one embodiment, the avatar  311  of the user  201  may be displayed by the display unit  108  during performance of an activity (e.g., walking, running, etc.) by the user  201 . In particular, the movement of the avatar  311  is calculated, and rendered, based upon the foot position sensed by the motion sensor  103  illustrated in  FIG. 1 . Accordingly, as the user  201  takes a real-world step, the avatar  311  may take a corresponding virtual step. 
     Alternatively, the avatar  311  may be displayed without any avatar manipulation during a physical activity of the user  201 . For example, the avatar  311  may be rendered to display what benchmarks  312  have been achieved by the user  201 . The benchmark indicia  312  (e.g., virtual medals, virtual clothing, virtual shoes, virtual hats, virtual headphones, etc.) may be displayed in the profile screen  310  based upon the completion of various tasks. For example, the user  201  may win a gold medal for walking ten thousand steps or a silver medal for walking five thousand steps, as determined by the processor  114  ( FIG. 1 ) via the motion data sensed by the motion sensor  103  ( FIGS. 1 and 2 ). The activity may be measured within a particular time period (e.g., a day or a week), or without any reference to a time period (e.g., total activity for the user  201  without respect to time). Alternatively, the task may be event-based. For example, the user  201  may win a medal for attending a particular event (e.g., concert) at a particular location, as determined by the location sensor  115 , illustrated in  FIG. 1 . As yet another example, the task may be event-based and activity-based. For example, the user  201  may have to be positioned at a particular concert hall, as determined by the location sensor  115 , and dance at that concert for a particular time period, as determined by the motion sensor  103  and the processor  114 , to earn a particular medal. In other words, earning a benchmark indicium  311  may predicated on active participation of the user  201  at a particular physical location. 
     In one embodiment, the benchmark indicia  312  are rendered in a portion of the profile screen  310  in an area other than that which displays the avatar  311 . Accordingly, the user  201  may swipe/scroll through the various earned benchmark indicia  312 . In another embodiment, the benchmark indicia  312  may be positioned directly on the avatar  311 . For example, a gold medal may be positioned on the shirt/jacket of the avatar  311 . As another example, the user  201  may select which benchmark indicia he or she wants to be worn by the avatar  311  at a given moment (e.g., switch between different hats that have been won as a result of reaching various activity-based and/or event-based goals). 
     Earning a benchmark indicium  312  may be associated with a particular reward. For example, a gold medal may result in a free meal at a particular restaurant, free concert tickets, etc. Alternatively, the benchmark indicium  312  may not be associated with a reward other than achieving a particular goal of the user  102 . For instance, a benchmark indicium  312  may be customized by the user  102  (e.g., reaching ten thousand steps in one week), rather than being pre-generated. 
     Further,  FIG. 3B  illustrates the display unit  108  rendering a map screen  320 , upon the user  201  activating the map indicium  302  from the menu  300 , corresponding to various benchmark indicia  312  that may be earned by the user  201  at various physical locations. The map screen  320  illustrates the benchmark indicia  312 , which may be won or have already been won, at various real-world locations in a particular geographical locale (e.g., city, city neighborhood, etc.). In one embodiment, the benchmark indicia  312  that have already been earned may be illustrated as unlocked benchmark indicia  321 , whereas the benchmark indicia  312  that are still locked may be illustrated as locked benchmark indicia  322 . The location sensor  115 , illustrated in  FIG. 1 , may determine the particular position of the user  201  with respect to the map screen  320 . 
     Moreover,  FIG. 3C  illustrates a metrics screen  330  that provides a graphical representation of the activity of the user  201 , based upon the user  201  activating the metrics indicium  303  from the menu  300 . For instance, the activity screen  330  may display a graph  331  that provides the user  201  with a graphical view of how his or her activity is distributed within a given time period (e.g., day, week, month). The metrics displayed by the metrics screen  330  may be generated independently of whether or not the user  201  has participated in earning benchmark indicia  312 . 
     Finally,  FIG. 3D  illustrates a detailed metrics screen  340  that may provide more detailed activity to the user  201 , based upon the user  201  activating the metrics indicium  303  from the menu  300  or activating an additional indicium displayed within the metrics screen  330  illustrated in  FIG. 3C . For example, activity by time, type of activity, and calories burned may be displayed. Additionally, an activity indicium  350  (e.g., couch potato) may be displayed. 
     In the alternative, or in addition, to the activity tracking functionality described with respect  FIGS. 3A-3D , the footwear apparatus  101 , illustrated in  FIG. 1 , may be used in conjunction with the mobile computing device  102 , illustrated in  FIG. 1 , to provide a user experience that is partially, or entirely, virtual-based. 
     As an example,  FIGS. 4A-4D  illustrate the footwear apparatus  101  being used in conjunction with a pair of AR glasses as the mobile computing device  102  to provide an AR soccer experience.  FIG. 4A  illustrates the user  201  positioned within a real-world environment  401  (e.g., street with a nearby building). Although the user  201  is not positioned on, or in proximity to, a soccer field, the user  201  may be a soccer enthusiast that wants to enjoy playing soccer, even without a real-world soccer ball away from a soccer field. 
     Accordingly, the user  201  may use the footwear apparatus  101  to track the motion of one or both feet of the user  201 , via the motion sensor  103 . The mobile computing device  102  may then receive the sensed motion data, and generate an AR soccer experience/game for the user  201 . In other words, the glass portion of the AR glasses displays various virtual objects (e.g., virtual soccer ball  402 ) within the context of the real-world environment  401  based on the sensed motion data determined by the motion sensor  103 . As a result, the AR glasses  102  are able to render a real-time, or substantially real-time, depiction of the virtual soccer ball  402  with respect to the real-world placement of one or both feet of the user  201 . 
     Further,  FIG. 4B  illustrates the display unit  108  of the AR glasses  102  rendering the virtual soccer ball  402  as it is about to be kicked by the user  201 . From the particular vantage point illustrated in  FIG. 4B , the AR glasses  102  may also render additional virtual imagery (e.g., virtual soccer net  403 ) via the display unit  108 . Accordingly, the user  201  has a reference point with which to aim his or her kick of the virtual soccer ball  401 . 
       FIG. 4C  illustrates the user  201 , in the real-world, kicking the virtual soccer ball  402  illustrated in  FIGS. 4A and 4B . By tracking the motion of the motion sensor  103  (e.g., displacement, velocity, etc.), the processor  114  of the footwear apparatus  101  may determine a trajectory of the virtual soccer ball  402 . Alternatively, the processor  106  of the AR glasses  102  may determine the trajectory of the virtual soccer ball  402  based on the sensed motion data. 
     In one embodiment, the processor  104  of the footwear apparatus  101  may use the location sensor  115 , illustrated in  FIG. 1 , to customize the user experience based on location data sensed by the location sensor  115  and motion data sensed by the motion sensor  103 . For example, the processor  104  may customize virtual imagery such as the virtual soccer ball  402  to display an image based on the location of the user  201  (e.g., promotion such as an advertisement for goods or services in the local geographical area). The image may be an advertisement for virtual items for the avatar  311 , illustrated in  FIG. 3A , or real-world items. Further, the processor  104  may access a user profile, which may be stored by the storage device  110  stored on the mobile computing device  102 , to tailor the user experience to the user  201  based on one or more user preferences of the user  201 . Alternatively, the user profile may be stored on a different storage device (e.g., a storage device associated with the server  112  or a storage device that is integrated into, or operably attached to, the footwear apparatus  101 ). In yet another embodiment, the processor  106  in the mobile computing device  102  is in operable communication with the location sensor  115 , or has an integrated location sensor  115 , to allow the processor  106  to perform the user experience customization based on the location data. 
       FIG. 4D  illustrates the calculated trajectory of the virtual soccer ball  402  toward the virtual soccer net  403 , as rendered by the display unit  108  of the AR glasses  102 . 
     Although the processing for rendering, and/or calculating coordinates, for the virtual objects may be performed entirely by the processor  106  of the AR glasses  102 , such processing may be performed partially by the processor  106  and partially by another processor of an additional computing device (e.g., processor  114  of the footwear apparatus  101 , server  107 , smartphone, smartwatch, etc.) that may be in operable communication with the AR glasses  102 . Alternatively, such other processor may perform such processing in its entirety without being performed in conjunction with the processor  106 . 
       FIG. 4E  illustrates a user  201  kicking the virtual soccer ball  405  toward a side of a building  410 . Based on the calculated trajectory, as determined by the sensed motion via the motion sensor  103 , the processor  104  of the footwear apparatus, or the processor  106  of the mobile computing device  102 , is able to determine whether the virtual soccer ball  405  will collide with the side of the building  410 . As a result of such a collision, the processor  114  of the footwear apparatus, or the processor  106  of the mobile computing device  102 , generates virtual imagery (e.g., localized advertisements for discounts on products located within a real-world store corresponding to the side of the building  410 ) for display on the side of the building  410 . 
     Accordingly, the footwear apparatus  101  may be used to customize virtual imagery of an AR experience based on location data corresponding to a real-world location of the user  201 , and sensed motion data corresponding to motion of the foot of the user  201 . 
     Moreover,  FIG. 4F  illustrates another example of the user  201  using the footwear apparatus  101  to interact with a virtual object  420  during an AR experience. For instance, the user  201  may tap the virtual object  420  (e.g., virtual mystery box) to open the virtual object  420  in the AR experience, as illustrated by  FIG. 4G . As a result of opening the virtual object, a promotion (e.g., name of an artist having a local event), as determined via location data and/or a user profile, may be displayed within the virtual object  420 . Further, activating the virtual object  420  may activate an AR-based game (e.g., a spinning virtual wheel  430  having different potential prizes that result from a randomly generated outcome). 
     Further,  FIG. 4H  illustrates another example of the user  201  using the footwear apparatus  102  to interact with virtual kicking indicia  440  (e.g., virtual coins) during an AR experience. The user may participate in an AR-based game that depends on gathering virtual coins by kicking them, as determined by the motion sensor  103 , illustrated in  FIG. 1 . 
     Finally,  FIG. 4I  illustrates an alternative to the configuration illustrated in  FIG. 4A . In particular, the user  201  may use a smartphone as the mobile computing device  201 , rather than AR glasses. Thus, the mobile computing device  201  is not limited to AR glasses or a smartphone. 
     As another example,  FIGS. 5A-5D  illustrate the footwear apparatus  101  being used in conjunction with a pair of AR glasses as the mobile computing device  102  to provide an AR track and field experience.  FIG. 5A  illustrates the user  201  positioned within a real-world environment  501  (e.g., street with a nearby building). Although the user  201  is not positioned on, or in proximity to, a track, the user  201  may be a track and field enthusiast that wants to enjoy jumping over hurdles, even without a real-world track; or the user  201  may want to obtain the exercise benefits of jumping hurdles without the potential danger of falling over a physical hurdle. Further,  FIG. 5B  illustrates the display unit  108  of the AR glasses  102  rendering the virtual hurdle  502  as the user  201  is about to jump over it. 
       FIG. 5C  illustrates the user  201 , in the real-world, jumping over the virtual hurdle  502  in  FIGS. 5A and 5B . By tracking the motion of the motion sensor  103  (e.g., displacement, velocity, etc.), the processor  114  of the footwear apparatus  101  may determine a trajectory of one or both feet of the user  201  with respect to the virtual hurdle  502 .  FIG. 5D  illustrates the calculated trajectory of one or both feet of the user  201  with respect to the virtual hurdle  502 , as rendered by the display unit  108  of the AR glasses  102 . As a result, the user  201  may view, via the AR glasses  102 , whether or not his or her feet cleared the virtual hurdle  502 , and by how much. 
     As another example,  FIGS. 6A-6D  illustrate the footwear apparatus  101  being used in conjunction with a pair of AR glasses as the mobile computing device  102  to provide an AR basketball experience.  FIG. 6A  illustrates the user  201  positioned within a real-world environment  601  (e.g., street with a nearby building). Although the user  201  is not positioned on, or in proximity to, basketball court, the user  201  may be a basketball enthusiast that enjoys shooting hoops, even without a basketball or basketball court. 
     Accordingly, the user  201  may use the footwear apparatus  101  to track the motion of one or both feet of the user  201 , via the motion sensor  103 . The AR glasses  102  may then receive the sensed motion data, and generate an AR basketball experience/game for the user  201 . In other words, the glass portion of the AR glasses  102  displays various virtual objects (e.g., virtual basketball  602 , virtual basketball net  603 , etc.) within the context of the real-world environment  601  based on the sensed motion data determined by the motion sensor  103 . In particular, the AR glasses  102  determine whether or not the user  201  is performing a jumping motion, and how that jumping motion is with respect to the virtual basketball net  603 . The AR glasses  102  may then calculate and render a trajectory of the virtual basketball  602  with respect to the virtual basketball net  603 . Further,  FIG. 6B  illustrates the display unit  108  of the AR glasses  102  rendering the virtual basketball net  603  as the user  201  is about to throw the virtual basketball  602  toward it. 
       FIG. 6C  illustrates the user  201 , in the real-world, jumping to throw the virtual basketball  602  toward the virtual basketball net  603 . By tracking the motion of the motion sensor  103  (e.g., displacement, velocity, etc.), the processor  114  of the footwear apparatus  101  may determine a jumping motion of one or both feet of the user  201  with respect to the ground  604 . In other words, the AR glasses  102  may infer the trajectory of the virtual basketball  602  based on the displacement and/or velocity of the jumping motion performed by the user  201 .  FIG. 6D  illustrates the calculated trajectory of the virtual basketball  602  with respect to the virtual basketball net  603 . 
     The foregoing user experiences (e.g., AR soccer, AR track and field, and AR basketball) are just examples of the possible AR applications of the footwear apparatus  101  in conjunction with the mobile computing device  102 , illustrated in  FIG. 1 . The footwear apparatus  101  may be implemented in conjunction with the mobile computing device  102  to render a variety of other sports-related user experiences, and other user experiences that are not sports-related. Moreover, the foregoing user experiences are not limited to AR applications. For example, the user experience may be implemented via VR such that the user  201  is fully immersed in a virtual user experience, rather than a combination of virtual and real-world user experiences. 
     Additionally, the user experience may optionally be a game that has one or more rewards corresponding to benchmarks particular to that game. For example, the user  201  may win a particular medal for a certain number of soccer goals made, hurdles jumped, or basketball shots successfully made; such medal may correspond to a particular reward. For example, the reward may be specific to the particular AR experience and/or physical location of the user (e.g., a discount on basketball sneakers at a local sneaker store for certain number of basketball shots made while playing the AR basketball game). 
       FIG. 7  illustrates a process that may be used by the mobile computing device  102 , illustrated in  FIG. 1 , to render a user experience based on motion data captured by the footwear apparatus  101 , also illustrated in  FIG. 1 . At a process block  701 , the process  700  receives, from the footwear apparatus  102 , motion data corresponding to a foot movement of the user  201  ( FIG. 2 ) wearing footwear  202  operably attached to the footwear apparatus  101 . The motion data is measured by one or more sensors  103  ( FIG. 1 ) operably attached to the footwear  202 . Further, at a process block  702 , the process  700  provides, with the processor  106 , illustrated in  FIG. 1 , positioned within the mobile computing device  102 , a user experience based on the motion data. Finally, at a process block  703 , the process  700  displays, via the display unit  108  in operable communication with the mobile computing device  102 , the user experience. 
     Further,  FIG. 8  illustrates a process  800  that may be used by the footwear apparatus  101 , illustrated in  FIG. 1 , to sense motion data of a foot of a the user  201 , illustrated in  FIG. 2 . At a process block  801 , the process  800  senses, with one or more sensors  103  operably attached to the footwear apparatus  101 , a foot movement of the user  201  wearing footwear operably attached to the footwear apparatus  101 . Further, at a process block  802 , the process  800  sends, from the footwear apparatus  101  to a mobile computing device  102 , motion data corresponding to the foot movement of the user  201  wearing the footwear such that the mobile computing device  102  provides a user experience based on the motion data. 
     With the positioning of the motion sensor  103  as provided for herein, the footwear apparatus  101  more accurately measures activity of the foot positioning of the user  201  than conventional configurations, thereby allowing for viable virtual-based user experiences that rely, at least in part, on foot positioning of the user  201 . For example, an inaccurate determination of the foot positioning of the user  201 , as could easily occur with a wrist-based fitness tracking device, could lead to the virtual soccer ball  402  ( FIGS. 4A-4D ) being rendered by the AR glasses  102  at an incorrect position (e.g., a few feet away from the actual location of the foot of the user  201 ), or not being rendered by the AR glasses  102  at all. The motion sensor  103  is placed on the footwear itself to accurately determine the foot positioning of the user  201 , thereby allowing for virtual-based user experiences to be rendered in an accurate manner in which the user  201  may feasibly enjoy the virtual-based user experience. 
     Although a motion sensor  103  is provided for herein, other types of sensors may be used to provide other types of data that may be used for the AR experience. For example, a sensor may be positioned within the footwear apparatus  101  to measure foot weight, foot pressure, pressure points, etc. 
     The processes described herein may be implemented in a specialized, multi-purpose or single purpose processor. Such a processor will execute instructions, either at the assembly, compiled or machine-level, to perform the processes. A computer readable medium may be any medium capable of carrying those instructions and include a CD-ROM, DVD, magnetic or other optical disc, tape, silicon memory (e.g., removable, non-removable, volatile or non-volatile, packetized or non-packetized data through wireline or wireless transmissions locally or remotely through a network). 
     It is understood that the processes, systems, apparatuses, and compute program products described herein may also be applied in other types of processes, systems, apparatuses, and computer program products. Those skilled in the art will appreciate that the various adaptations and modifications of the embodiments of the processes, systems, apparatuses, and compute program products described herein may be configured without departing from the scope and spirit of the present processes and systems. Therefore, it is to be understood that, within the scope of the appended claims, the present processes, systems, apparatuses, and compute program products may be practiced other than as specifically described herein.