Patent Document

CROSS-REFERENCE TO RELATED APPLICATIONS  
       [0001]     This application claims the benefit of U.S. Provisional Patent Application No. 60/740,477 filed Nov. 29, 2005 by C. E. Mathis, and which is entirely incorporated by reference herein. 
     
    
     TECHNICAL FIELD OF THE INVENTION  
       [0002]     The present invention relates to exercise devices and, more particularly to said devices coupled with interactive games.  
       BACKGROUND OF THE INVENTION  
       [0003]     Physical fitness requires exercise that works the muscles of one&#39;s body. Many people prefer to take their exercise in a controlled environment such as indoors where inclement weather or unsuitable location don&#39;t interfere. Calisthenics, jazzercise, isometrics, weight lifting, and so on can be very effective forms of exercise, but for many people they tend to be uninteresting and/or too rigorous (e.g., high impact aerobics). In order to maintain interest and incentive for ongoing exercise, and in order to provide indoor equivalents of popular sports, a great variety of exercise machines/devices have been developed for use as fitness/exercise equipment. Examples include treadmills for walking/running, stationary bicycles, stair steppers, elliptical trainers, rowing machines, and many more.  
         [0004]     Although the various exercise machines provide variety in forms of exercise activity, some desire more mental stimulation to encourage continued use, or to encourage more effective exercise. Some of this is provided by programmable machines, for example a treadmill that varies the speed and even the slope in order to simulate a cross-country run on varied terrain.  
         [0005]     Exercise videos have long been available to lead the exerciser in interesting exercise routines, for example kick boxing. Recently the popularity of video games has been utilized to enhance exercise by requiring concentration for mental stimulation and introducing challenging requirements such as certain exercising actions in response to, or as control inputs for, an interactive video game.  
         [0006]     The “Exerstation” by Powergrid Fitness of Laurel, Md. as seen at www.powergridfitness.com is an “isometric home gym fitness machine utilizing ISOCOR™ technology (located in the alloy steel tube that connects the controller to the base) which measures how hard the user is pushing and pulling on the controller,” thereby using the whole body to play a video game. According to their advertisement: “Push the Exer-station controller in the direction you want your on-screen character to move. Two microprocessors translate the force into actual movement in the game. The harder you push, the faster you go. The Exer-station uses 4 strain gauges to measure forces applied in the X and Y axis. A new manufacturing technique was developed to integrate the sensor array inside the alloy steel tube that supports the controller. Two microprocessors are used to translate the pressure readings into a joystick data stream that is compatible with all major video game consoles. An LCD status display shows total workout time, pounds lifted, and current effort level.” Instructions are given for adapting the Exer-station outputs to make suitable video console joystick inputs for a variety of their action games such as car races and the like.  
         [0007]     The Cateye Fitness Game Bike is sold online at www.videogamebikes.com by Health Edutainment Corporation of Agoura Hills, Calif. They describe it as follows: “It is a revolutionary plug and play Video Gamebike that fully controls every movement on the screen with your own body movements. Because the Game Bike is designed to serve as the Video Game Controller, when you pedal faster, the Bicycle, Car, Boat or Skier on screen goes faster. Steering the bike&#39;s handlebar moves the object in the direction that you are turning. These actions make the game even more realistic than using simply the game&#39;s controller. Over 70 Sony Play Station Video Racing Games can be used to with this bike. In addition, you can also purchase for a nominal fee, an adapter which also allows this Game Bike to interface with Game Cube, X Box or a Computer and all of the Video Racing Games that you already own. A wireless video game adapter is also available. If you purchase 2 bikes, then two people can race against each other on screen. The Game Bike has 8 different workload levels. Two sizes are available; one for kids (3′6″ to 5′ tall, with a maximum weight of 250 pounds) and one for teens/adults (5′ to 6′5″ tall with a maximum weight of 250 pounds).” 
         [0008]     As with any form of entertainment, user expectations continue to rise as the user becomes familiar with the current state of the art. An object of the present invention is to push the envelope of game-type exercise equipment by adding inventive features that make the games more interactive and thus more engaging for the user, thereby encouraging significant exercise by making the experience more enjoyable.  
         [0009]     Another object is to overcome limitations of the prior art game exercise machines wherein a game console and video display (e.g., television) are required external of the exercise machine. This is cumbersome outside a home environment, especially in a commercial fitness center where many exercise machines are concurrently in use and crowded into a limited area.  
       BRIEF SUMMARY OF THE INVENTION  
       [0010]     According to the invention, an exercise-game machine, i.e., an exercise machine combined with an interactive game component, comprises: an exercise machine; a display built into the exercise machine; one or more sensors attached to the exercise machine; and a game controller that is electrically connected to the one or more sensors as inputs, and that is electrically connected to the display as an output.  
         [0011]     Further according to the invention, the game controller is preferably built into the exercise machine.  
         [0012]     Further according to the invention, preferably the one or more sensors are selected from the group consisting of: an exercise rate sensor, an exercise force sensor, an exercise frequency sensor, an exercise repetition counter, a push button, a trigger, a joystick, a steering wheel, a handlebar, a flight stick, a tilt sensor, a keypad, a touch screen, a switch, a sound detector, a temperature sensor, an odor sensor, and a moisture sensor; and also preferably the sensors are integrated into the exercise machine.  
         [0013]     According to the invention, the exercise-game machine further comprises one or more actuators that are electrically connected to the game controller as outputs, and that are actuatingly attached to the exercise machine. Preferably the one or more actuators are selected from the group consisting of a vibrator, an impact force actuator, a movement actuator, a heating device, a cooling device, a fan, a speaker, a display screen, an exercise resistance adjuster, a motor, a moisture dispenser and a scent dispenser; and the actuators are integrated into the exercise machine.  
         [0014]     According to the invention, the exercise-game machine further comprises: a built-in audio player with suitable speaker/headphone, amplifier, controls, and provisions for loading and unloading removable media, if any.  
         [0015]     According to the invention, the exercise-game machine further comprises provisions for temporarily connecting external audio players to a sound system and/or power supply of the exercise-game machine.  
         [0016]     According to the invention, the exercise-game machine further comprises a communication connection between the game controller and a network that includes another game controller.  
         [0017]     According to the invention, the exercise-game machine further comprises retractable wheels that can be lowered to rollingly support the exercise-game machine, and that can be raised to transfer support to stationary feet.  
         [0018]     According to the invention, the exercise-game machine further comprises rollers on one of the front and rear support legs that rollingly support one end of the exercise-game machine while the other of the front and rear support legs provides stationary support such that the stationary support leg must be raised to allow rolling movement of the exercise-game machine.  
         [0019]     According to the invention, an exercise-game machine comprises: an exercise machine; an interactive game controller that is built into the exercise machine; and one or more actuators that are actuatingly attached to the exercise machine and electrically connected to the interactive game controller as outputs.  
         [0020]     According to the invention, the exercise-game machine further comprises: one or more sensors that are sensingly attached to the exercise machine and electrically connected to the interactive game controller as inputs; wherein the one or more sensors are selected from the group consisting of: an exercise rate sensor, an exercise force sensor, an exercise frequency sensor, an exercise repetition counter, a push button, a trigger, a joystick, a steering wheel, a handlebar, a flight stick, a tilt sensor, a keypad, a touch screen, a switch, a sound detector, a temperature sensor, an odor sensor, and a moisture sensor; and the sensors are integrated into the exercise machine.  
         [0021]     Further according to the invention, the one or more actuators are selected from the group consisting of: a vibrator, an impact force actuator, a movement actuator, a heating device, a cooling device, a fan, a speaker, a display screen, an exercise resistance adjuster, a motor, a moisture dispenser and a scent dispenser; and the actuators are integrated into the exercise machine.  
         [0022]     According to the invention, the exercise-game machine further comprises a built-in audio player with suitable speaker/headphone, amplifier, controls, and provisions for loading and unloading removable media, if any.  
         [0023]     According to the invention, the exercise-game machine further comprises provisions for temporarily connecting external audio players to a sound system and/or power supply of the exercise-game machine.  
         [0024]     According to the invention, the exercise-game machine further comprises a communication connection between the game controller and a network that includes another game controller.  
         [0025]     According to the invention, a method for encouraging use of an exercise machine by utilizing an interactive game is disclosed, the method comprising the steps of: integrating an interactive game controller into the exercise machine; sensingly attaching one or more sensors to the exercise machine and electrically connecting the one or more sensors to the interactive game controller as interactive game inputs; and actuatingly attaching one or more actuators to the exercise machine and electrically connecting the one or more actuators to the interactive game controller as interactive game feedback outputs.  
         [0026]     According to the invention, the method further comprises the step of using the one or more sensors to sense and input to the controller one or more of: an exercise rate, an exercise force, an exercise frequency, an exercise repetition count, a button click, a trigger squeeze, a joystick movement, force on a steering wheel, force on a handlebar, force on a flight stick, a tilting force, a key press, a touch screen touch, a switch activation, sound, heat, smell, and moisture.  
         [0027]     According to the invention, the method further comprises the step of using the one or more actuators to output from the controller game-related feedback including one or more of vibration, impact force, movement, heat, cold, moving air, sound, visual effects, changes of exercise resistance, changes of exercise rate, scent and moisture.  
         [0028]     According to the invention, the method further comprises the step of communicatingly connecting the game controller with a network that includes another game controller.  
         [0029]     Other objects, features and advantages of the invention will become apparent in light of the following description thereof. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0030]     Reference will be made in detail to preferred embodiments of the invention, examples of which are illustrated in the accompanying drawing figures. The figures are intended to be illustrative, not limiting. Although the invention is generally described in the context of these preferred embodiments, it should be understood that it is not intended to limit the spirit and scope of the invention to these particular embodiments.  
         [0031]     Certain elements in selected ones of the drawings may be illustrated not-to-scale, for illustrative clarity. The cross-sectional views, if any, presented herein may be in the form of “slices”, or “near-sighted” cross-sectional views, omitting certain background lines which would otherwise be visible in a true cross-sectional view, for illustrative clarity.  
         [0032]     Elements of the figures can be numbered such that similar (including identical) elements may be referred to with similar numbers in a single drawing. For example, each of a plurality of elements collectively referred to as  199  may be referred to individually as  199   a ,  199   b ,  199   c , etc. Or, related but modified elements may have the same number but are distinguished by primes. For example,  109 ,  109 ′, and  109 ″ are three different elements which are similar or related in some way, but have significant modifications. Such relationships, if any, between similar elements in the same or different figures will become apparent throughout the specification, including, if applicable, in the claims and abstract.  
         [0033]     The structure, operation, and advantages of the present preferred embodiment of the invention will become further apparent upon consideration of the following description taken in conjunction with the accompanying drawings, wherein:  
         [0034]      FIG. 1  is a perspective view of a user on a first embodiment of an exercise-game machine with transport wheels raised off the floor, according to the invention;  
         [0035]      FIG. 2  is a top view of the exercise-game machine of  FIG. 1  according to the invention;  
         [0036]      FIG. 3  is a side view of the exercise-game machine of  FIG. 1  but with the transport wheels lowered to rollingly support the machine according to the invention;  
         [0037]      FIG. 4A  is a display face view of a display and I/O panel portion of the exercise-game machine of  FIG. 1  according to the invention;  
         [0038]      FIG. 4B  is a detail view of a handgrip of the exercise-game machine of  FIG. 1  according to the invention;  
         [0039]      FIG. 5  is a perspective view of the exercise-game machine of  FIG. 1  with selected external surfaces made transparent for a view of internal components according to the invention;  
         [0040]      FIG. 6  is a top view of the exercise-game machine of  FIG. 5  according to the invention;  
         [0041]      FIG. 7  is a side view of the exercise-game machine of  FIG. 5  according to the invention;  
         [0042]      FIG. 8  is a perspective view of a second embodiment of an exercise-game machine with selected external surfaces made transparent for a view of internal components according to the invention;  
         [0043]      FIG. 9  is a side view of the exercise-game machine of  FIG. 8  but with speakers attached to the top of the seatback, and with a variant arrangement of drive components according to the invention; and  
         [0044]      FIG. 10  is a top view of the exercise-game machine of  FIG. 9  according to the invention. 
     
    
     DETAILED DESCRIPTION OF THE INVENTION  
       [0045]     The overall concept of this invention is to integrate (build in) an interactive gaming component with exercise and/or fitness equipment (machines). At the very least, this provides an entertaining diversion, and if well implemented adds incentive to exercising by making it more fun.  
         [0046]     The interactive gaming component can be as simple as a standard video game with a display and hand controls built into the machine. This would function as an entertaining diversion unrelated to the exercise activity. In it&#39;s best form, however, the invention correlates the game to the exercise and therefore uses input from the machine such as exercise rate (e.g., pedaling speed) to control a game activity, and outputs game-related feedback to the user such as exercise resistance changes (e.g., pedal resistance) and even sensory virtual reality effects such as vibration, tilt, impact, fan generated “wind”, sound effects, seat temperature, etc. Thus, for example, the user is on an exercise bicycle (e.g.,  10 ,  10 ′) which controls a virtual bicycle in a race shown real-time on a monitor screen  36 , the user providing both pedaling speed and steering for the virtual bike through the pedals  16  and handgrips  20  of the actual exercise bike/machine  10 ,  10 ′.  
         [0047]     Through network communication connections (e.g., wired  44 , wireless  66 ), the user can even compete in real time with other exercise machine users in the same fitness center or in remote locations via internet connectivity. Furthermore, the competing users can be on different types of game-exercise machines  10 ,  10 ′ since the game and game controller  52  are preferably adaptable to work with the different machine types. Even further, it is possible to compete between a user on a game-exercise machine  10 ,  10 ′ and another user that is playing the same or related game on a non-exercise machine, for example on a commercial game console connected to a television display and a handheld joystick.  
         [0048]     The game activity does not have to be directly related to the type of exercise machine. For example, a virtual fighter could swing a sword, run, jump etc. with the nature of the activity being selected by a set of push buttons  32  on the machine handgrip(s)  20 , while the speed, frequency, and/or force of the sword blows; the running speed; the jumping distance/height, and the like being controlled by the user&#39;s exercising speed; and the virtual direction can be controlled by a thumb-operated joystick  34  on the handgrip  20  or even by directed force applied to the handgrip  20  itself. In another example, a leg-lift weight training machine (not illustrated) uses the frequency, timing, height, and/or duration of the lift to control virtual activities in a fighting game. Given this teaching, game designers and fitness experts should be able to develop a wide variety of integrated game-exercise machine combinations according to this invention.  
         [0049]     The illustrated embodiment is a recumbent bicycle exercise machine  10 ,  10 ′, shown in two of many possible forms, a first variety  10  being illustrated in  FIGS. 1-7  and a second variety  10 ′ being illustrated in  FIGS. 8-10 . Given the teachings herein, it should be apparent that the inventive concept can be applied to a wide range of fitness/exercise machines; for example, but not limited to: stationary bike, treadmill, stair stepper, rowing machine, elliptical, Nordic ski simulator, specific muscle training machines, etc. For each machine, the interactive gaming component can be adapted to a corresponding sport or activity, and/or the various game inputs and outputs can be suitably adapted to a desired game.  
         [0050]     In general, the interactive gaming component being integrated with an exercise machine comprises: 
        Computer/game controller     Inputs from the user (e.g., sensors on the equipment including user-manipulated controls)     Game outputs (feedback) to the user (e.g., visual, audible, sensory)     Accessories (e.g., music player, multi-user interaction)        
 
         [0055]     Referring now to  FIGS. 1-7 , a first embodiment of the inventive exercise-game machine  10  is an enhanced recumbent bicycle exercise machine. As in a standard recumbent bicycle exercise machine, the exercise-game machine  10  has a frame  14  mounted on floor stand feet  26  that extend laterally to prevent tipping over. A seat  12  having at least a seat bottom  24  and preferably a seatback  22  is mounted on the top rear of the frame  14 , preferably with some standard form of fore-aft and/or height adjustment capability. Bicycle pedals  16  are appropriately mounted on the frame  14  and attached to a flywheel  58  with an associated braking/resistance mechanism  56  that is adjustable for increasing and decreasing the amount of pedaling resistance. Finally, hand grips  20  are provided for the user, mounted on the seat  12  as shown or mounted elsewhere (e.g., as a handlebar  20 ).  
         [0056]     Inventive additions to the recumbent bicycle fitness machine  10 ,  10 ′ comprise interactive game components including a display  18  mounted on the front of the frame  14  at a position suitable for easy viewing by the user; one or more pushbuttons  32  positioned in the handgrips  20  for easy actuation by the user&#39;s fingertip(s), a joystick  34  positioned for thumb actuation (optionally replaced on one or both handgrips  20  by a trigger button  34 ); input/output (I/O) devices  46 ,  48  in the seat back  22  and seat bottom  24 , respectively; a controller  52  (including the functions of a game console); a pedal speed sensor/motor  54 ; electronically controlled brake/resistance control  56 ; and a wireless LAN interface  66 . The display  18  has, for example, a color monitor screen  36  that may also be a touchscreen; a keypad and/or keyboard and/or push buttons  38 ; miscellaneous I/O  40  (e.g., switches, buttons, indicator lights, speaker, mike, fan, scent emitter, etc.); and optionally a CD or DVD player  42  for music, video, and/or game storage and playing. Cartridges, removable memory devices, and removable playback units (MP3, CD player, etc.) may also be connected via the player  42 . More details are provided hereinbelow.  
         [0057]     An added convenience feature for exercise machines like the illustrated recumbent bicycle  10  is a set of retractable wheels  28  (e.g., two or three on each side of the frame  14 ) that are controlled by a manual lever  30 . When the machine  10  is to be used, the lever  30  is turned to retract/raise the wheels  28  such that the machine  10  is supported on stationary front and back feet  26  as shown in  FIGS. 1 and 7 . In order to easily roll the machine  10  to a different location, the lever  30  is turned to lower/extend downward the wheels  28  such that the machine  10  is lifted off of the front and back feet  26  and is rollingly supported by the free-rolling retractable wheels  28 , as shown in  FIG. 3 . A variant of this convenience feature is shown in  FIGS. 8-10  which illustrate a second embodiment of a recumbent bicycle type of exercise-game machine  10 ′ according to the invention. The second machine  10 ′ utilizes rollers  62  on the front one of the legs  26 , such that to move the machine  10 ′, a person would lift the back end of the frame  14  (e.g., by the back one of the legs  26 ) and push or pull the machine  10 ′ as it rolls on the rollers  62 .  
         [0058]      FIGS. 8-10  also show some other forms of the interactive game component. A plug cable  44  is a power cord and/or a wired LAN cable (e.g., Ethernet), and/or a plug cable for connecting external devices (an audio player, for example) to the exercise-game machine  10 ,  10 ′.  FIGS. 9-10  show speakers  60  mounted above the seat back  22  for stereo sound audible game output/feedback, and/or for entertainment music output (e.g., from a music CD player  42 ).  FIGS. 8 and 10  show a multiple button  32  implementation in the handgrips  20  (e.g., buttons for the first and second fingers of each hand).  FIGS. 8-9  show arrangements and forms of the pedal speed sensor/motor  54 , flywheel  58 , brake/resistance control  56 , and pedals  16  that are different from those shown in  FIGS. 1-7 .  
         [0059]     With reference to the recumbent bicycle exercise-game machine embodiments  10 ,  10 ′ illustrated in the drawings, the interactive game components added to the exercise machine have the following exemplary details:  
         [0060]     Computer/game controller/console  52 : This could be anything from a standard video game box with game cartridges, to a customized computer with LAN  44 , WI/FI  66 , and/or internet connections  44 ,  66 . The controller  52  is preferably located in or attached to an individual exercise-game machine  10 ,  10 ′, but could also be remotely located, such as a central control computer  52  networked to multiple machines  10 ,  10 ′ in a fitness center, each exercise-game machine  10 ,  10 ′ having an I/O box for directing the input signals and output signals to/from sensors, actuators and the like.  
         [0061]     User inputs (to the controller  52 ) include, for example: the pedal speed sensor  54 ; push buttons  32  and/or triggers  34  and/or thumb-operated joysticks  34  built into the handgrip(s)  20 ; force sensors  46 ,  48  to detect direction and/or magnitude of force applied to the handgrips/handlebar/steering wheel  20  and/or seat bottom  24  and seat back  22  (effectively making any of them into a joystick, a steering bar/wheel, a bike tilt detector, a flight stick, an isometric force detector, and so on); a microphone  40  or  60  for detecting voice commands and other sounds; a temperature sensor (e.g.,  48 ), an odor sensor (e.g.,  60 ), a moisture sensor (e.g.,  48 ), etc. Auxiliary inputs include, for example, the keypad/keyboard  38 , a touch screen  36 , buttons, switches, and the like  40  that are associated with general game controls and likely located in or nearby the video display screen/monitor  36 . In non-bicycle embodiments of the present invention, the “pedal speed sensor  54 ” is a comparable detector (measurer, sensor) of exercise effort and/or action achievement (e.g., force, rate, speed, frequency, repetition count, tilt angle, etc.). For example, the sensor  54  could measure: isometric force level, Nordic ski midpoint horizontal speed or cycle frequency, rowing cycle frequency, and the like.  
         [0062]     In general, inputs from the exercise machine  10 ,  10 ′ are supplied by “sensors” that are sensingly attached to suitable parts of the machine  10 ,  10 ′ and which are electrically connected (by wires  50 , or wireless transmission, for example) to input ports of the controller  52 . The sensors detect and/or measure events, effects and actions occurring outside the controller  52  and thus include things like a rotational speed sensor, microphone, pushbutton and so on. Preferably the sensors are built-in, i.e., integrated with the exercise machine  10 ,  10 ′ rather than temporarily attached.  
         [0063]     Feedback outputs (from the controller  52 ) include, for example: visual images/video on a display screen  36 ; exercise resistance control  56  (e.g., magnetic resistance or physical brake force applied to a pedaled wheel  58 ); effects on speed (e.g., motor  54 ); vibration, tilt/movement, impact/bump actuators  46 ,  48 ; “wind” generated by a fan (e.g.,  40 ), optionally heated or cooled; seat temperature heating or cooling (e.g.,  46 ,  48 ); lamp heating (e.g.,  40 ); sounds from a speaker  60  (which can be headphones); moisture dispensers (e.g.,  40 ), scent dispensers (e.g.,  40 ), etc. In a deluxe embodiment, a closed-box “simulator” can provide a virtual reality total immersion environment that requires one or more physical activities (exercise) yielding user inputs to the experience.  
         [0064]     In general, outputs from the controller  52  are supplied by output ports that are electrically connected (by wires  50 , or wireless transmission, for example) to “actuators” that are actuatingly attached to suitable parts of the exercise machine  10 ,  10 ′. The actuators exert physical effects on the machine  10 ,  10 ′ and the user, and thus include things such as a display  36 , a motor  54 , a fan  40 , a speaker  60  and the like. Preferably the actuators are built-in, i.e., integrated with the exercise machine  10 ,  10 ′ rather than temporarily attached.  
         [0065]     Accessories include, for example, audio (e.g., music) players, speaker(s), and/or headphones—built-in and/or provisions for plugging-in external devices, possibly supplied by the user. For example, a built-in CD player  42  is illustrated. Audio players  42  include, for example, CD, cassette and MP3 players, radios, etc. Appropriate player controls are provided, and for players  42  with removable media (e.g., CD) then provisions are made for the user to load/unload the media. For example, provisions are made for temporarily connecting external audio players to the power and/or sound system of the exercise-game machine  10 ,  10 ′. Provisions include a pigtail plug-cord  44  for temporarily plugging into the headphone jack of a user&#39;s portable audio player such that the player&#39;s audio output is played through headphones, or amplified and broadcast by premium speakers  60  built into the fitness machine  10 ,  10 ′. A suitable shelf or pocket  42  would also be provided for holding the portable player, and power could also be provided, for example with a 12 volt DC “cigarette lighter” jack and/or a 120 volt AC receptacle.  
         [0066]     Although the invention has been illustrated and described in detail in the drawings and foregoing description, the same is to be considered as illustrative and not restrictive in character—it being understood that only preferred embodiments have been shown and described, and that all changes and modifications that come within the spirit of the invention are desired to be protected. Undoubtedly, many other “variations” on the “themes” set forth hereinabove will occur to one having ordinary skill in the art to which the present invention most nearly pertains, and such variations are intended to be within the scope of the invention, as disclosed herein.

Technology Category: 3