WO2002102469A1 - Exercise apparatus - Google Patents

Exercise apparatus Download PDF

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Publication number
WO2002102469A1
WO2002102469A1 PCT/EP2002/006499 EP0206499W WO02102469A1 WO 2002102469 A1 WO2002102469 A1 WO 2002102469A1 EP 0206499 W EP0206499 W EP 0206499W WO 02102469 A1 WO02102469 A1 WO 02102469A1
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WO
WIPO (PCT)
Prior art keywords
exercise
data processing
processing apparatus
user
game
Prior art date
Application number
PCT/EP2002/006499
Other languages
French (fr)
Inventor
Gareth Davies
Karl John Drage
Original Assignee
Exertris Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from GB0114510A external-priority patent/GB0114510D0/en
Application filed by Exertris Limited filed Critical Exertris Limited
Priority to EP02743189A priority Critical patent/EP1399225A1/en
Priority to JP2003505052A priority patent/JP2004528953A/en
Publication of WO2002102469A1 publication Critical patent/WO2002102469A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0638Displaying moving images of recorded environment, e.g. virtual environment
    • A63B2071/0641Displaying moving images of recorded environment, e.g. virtual environment with a marker advancing in function of the exercise
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B22/00Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
    • A63B22/06Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with support elements performing a rotating cycling movement, i.e. a closed path movement
    • A63B22/0605Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements with support elements performing a rotating cycling movement, i.e. a closed path movement performing a circular movement, e.g. ergometers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2230/00Measuring physiological parameters of the user
    • A63B2230/04Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations
    • A63B2230/06Measuring physiological parameters of the user heartbeat characteristics, e.g. ECG, blood pressure modulations heartbeat rate only

Definitions

  • the present invention relates to exercise apparatus and to data processing apparatus, in particular to data processing apparatus adapted for use with exercise apparatus .
  • Typical exercise apparatus in a gymnasium or home may include cardiovascular exercise machines such as treadmills, stationary exercise bicycles, rowing machines, steppers, climbers, cross-trainers and the like.
  • Such systems generally incorporate a display which shows a representation of the user carrying out the exercise activity and an indication of performance relative to computer-generated competitors or other users.
  • US Patent 6,126,571 describes a device which enables a conventional bicycle to be interfaced to a computer to serve as a control for electronic games.
  • the device has a rear wheel sensor to detect the rotational speed of the rear wheel and a front wheel sensor which detects the direction of the front wheel of the bicycle.
  • US Patent 4,637,605 discloses a video game control arrangement in which the player movement is controlled on a video screen from the handlebars of a stationary exercise bicycle.
  • the video controls can only be operated if the level of the user's exercise activity is above a preset acceptable level.
  • the inventors have realised that the devices according to the prior art do not motivate users to train for long periods, but simply distract the user from the monotony of the exercise activity.
  • the inventors have been working to develop exercise equipment in which users are sufficiently motivated by the feedback they receive in response to their exercise activity, for example from a computer game, that they will want to use the exercise equipment to obtain this feedback despite having to carry out the exercise activity.
  • the invention provides data processing apparatus configured to process at least one input signal x, which is indicative of the power generated by a user of an exercise machine, and to generate from the input signal x at least one output signal y for communication directly or indirectly to the user via an output device, wherein the output signal y is a function of at least the input signal x and d 2 y/dx 2 is greater than zero over at least a portion of the range of possible values of the input signal.
  • the magnitude of the output signal which the user receives in response to the amount of power generated by their exercise activity increases non-linearly with an increasing power output of the user.
  • human beings are not able to deliver power linearly.
  • a human can deliver 250 Watts for 10 seconds, does not necessarily imply that he can deliver 500 Watts for 5 seconds, or 10 KW for 0.25 seconds with the same amount of effort.
  • Muscle tissue is limited in its ability to convert stored chemical energy into mechanical energy and the relationship between chemical power input to the human body and the mechanical power output is non-linear.
  • the inventors have realised that at high power levels, users are motivated to sustain effort if their real actions are rewarded with a greater power effect than is realistic. In other words, where the relationship between actual effort and perceived effort is also non-linear.
  • the rate of change of the rate of change of the output signal with the input signal, d 2 y/dx 2 may be positive over only a portion of the range of possible values of the input signal x.
  • the output signal y may be a linear function of the input signal x below a predetermined value of the input signal x and may be a non-linear function of the input signal x above that value.
  • d 2 y/dx 2 is greater than zero over substantially the whole range of possible values of the input signal x.
  • the same transform may be applied to the input signal x to generate the output signal y for all values of the input signal x.
  • discrete values of the input signal may be "calculated and a pre-calculated look-up table may be employed to generate the appropriate value of the output signal for each of a plurality of discrete values of the input signal.
  • d 2 y/dx 2 refers to the continuous function underlying the discrete values.
  • d 2 y/dx 2 may be calculated in accordance with the following approximation for four values of the underlying function, (x lf y ⁇ ) , (x 2 / 2 ) ⁇ (x 3 ,y 3 ) , (x lake,y 4 ), where x : ⁇ x 2 ⁇ x 3 ⁇ x 4 : y ⁇ -y, y,-y ⁇
  • the input signal may be any signal which is indicative of the power generated by the user.
  • the input signal may be representative of a measurement of the power generated by a user.
  • the input signal x is indicative of a rate f of exercise by the user. For a given force against which the user must work, the rate of exercise is proportional to the power generated by the user.
  • the input signal x may be indicative of rotational speed, linear speed or frequency of repetition of an exercise activity.
  • the input signal may be a measurement of the rotational speed of a component or the exercise machine, such as the pedals or flywheel of an exercise bike.
  • the input signal may be a measurement of the linear speed of a component, such as the surface of a treadmill.
  • the input signal may be a measurement of the frequency of a repetitive movement of a component of an exercise machine, such as the motion of the seat on a rowing machine.
  • the output signal may be a polynomial function of the input signal of order n, where n > 1.
  • the polynomial function may a sum of terms in the input signal raised to integer or non-integer powers.
  • the output signal is a polynomial function of the exercise rate f and the polynomial function is of order n, where n > 1.
  • n is in the range 1.2 to 3. Testing indicates that n is advantageously less than 2.5 and desirably greater than 1.4, most desirably greater than 2.0. In the presently preferred arrangement, n is 2.34.
  • the output signal y may be a function of at least the input signal x and at least one further input signal.
  • the further input signal may be indicative of the heart rate of a user. For example, the magnitude of the output signal may be increased with the user's heart rate in order to reward the user for working at a required heart rate and/or to prevent the user from increasing heart rate to a dangerously high level in order to achieve a required output signal .
  • a further input signal may be indicative of a resistive force provided by the exercise machine to the user's activity.
  • the exercise machine may include a sensor which monitors the resistance applied by the exercise machine.
  • the power output of the user is a function of the resistive force applied by the exercise machine.
  • the apparatus is configured to generate a control signal R for controlling the amount of resistive force provided by an exercise machine to the user's activity and the further input signal is indicative of the magnitude of the control signal. In this way, it is not necessary to measure the resistance, because the applied resistance is generated in response to a signal from the data processing apparatus.
  • the further input signal may be indicative of the level of resistance applied by an eddy current brake to a spinning wheel, or the number of weights the user is lifting on a weight machine.
  • the data processing apparatus may be arranged to increase or decrease the resistive force in response to the user's power output in order to maintain a predetermined power level .
  • the control signal for the resistive force may be normalised relative to a predetermined maximum level R MAX - I n this way, the range of values of the output signal y may be made independent of the maximum resistive force that an exercise device can provide.
  • the output signal y may be a function of the ratio of the resistance level R and a predetermined maximum resistance level R AX -
  • the output signal may be communicated to the user by a simple display such as a bar chart or digitally- displayed value.
  • the data processing apparatus is arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated in dependence on the output signal y.
  • the user's efforts are converted to a parameter in a computer game, such as the speed of a car or the strength of a warrior, while the user is exercising. This has been found to be significantly more motivational than a simple representation of the output signal, because the user's progress in the game is directly related to their exercise activity.
  • the inventors have also realised that a further way to improve motivation is to allow a user to compete with other users during exercise activity. This can be done by networking multiple exercise machines together. However, the inventors have realised that it is even more motivational for users to be able to compete with other users independently of the respective strengths and levels of fitness of the users.
  • the * data processing apparatus may be arranged to apply a scaling factor to the output signal y and to process the scaled output signal to generate the visual and/or audio information representative of computer game-playing activity.
  • the scaling factor may be representative of an expected performance level of a user. In this way, users with differing expected performance levels can achieve the same levels of output signal and compete with each other at the same level within a computer game.
  • the scaling factor may be applied to the output signal y by multiplying the maximum resistance by the scaling factor.
  • the data processing apparatus may be arranged to vary the scaling factor with time in accordance with a warm up and/or cool down programme. In this way, the same scaling factor which is used to handicap players of varying ability can also be used to ensure that users carry out the required warm-up and cool-down at the beginning and end of their exercise programmes.
  • the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity, including at least one game parameter, is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data to the data processing apparatus, wherein the data processing apparatus is arranged to generate the game parameter as a function of the exercise data, and wherein the data processing apparatus is further arranged to apply a scaling factor to the exercise data in generating the game parameter and the scaling factor is indicative of a maximum expected level of exercise activity.
  • the scaling factor may be representative of an expected performance level of a user.
  • the data processing apparatus may be arranged to vary the scaling factor with time in accordance with a warm up and/or cool down programme .
  • the data processing apparatus of the invention may be employed in an exercise system generally in accordance with the prior art.
  • exercise data may be generated in dependence on the speed of rotation of the pedals of an exercise bike and game control data may be generated in dependence on the position of the handlebars of the bike.
  • the invention may be employed to provide a bicycle racing simulator with an improved motivational effect on the user.
  • the data processing apparatus further comprises a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the controller is configured to be operable without movement of the user's arm above the elbow.
  • the computer game is controlled predominantly by movements of the user's hands, fingers, thumbs, wrists and forearms. These fine control movements have been found to concentrate the user's mind on the playing of the computer game rather than on the exercise that they are also doing.
  • a game which is controlled by movement of the handlebars of an exercise bike for example, requires gross movements of the arms for control and is viewed as an exercise activity by the user.
  • the computer game is controlled by means of a joystick, joypad or similar game controller configured to be operable without movement of the user's arm above the elbow, the attention of the user is concentrated on the game rather than the exercise activity and this can motivate the user to exercise for a longer period of time than would otherwise be the case.
  • the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, and the controller is configured to be operable without movement of the user's arm above the elbow.
  • Suitable game controllers are controllers of the type used to control computer game consoles, such as the Sony Playstation, which are known as joypads.
  • a conventional computer joystick may also be used or any other suitable controller.
  • a user of an exercise machine may further be motivated to train harder or longer on the machine if he is not constantly reminded of the exercise activity he is doing.
  • many prior computer-enhanced exercise machines have provided the user with a representation of the exercise activity that they are carrying out .
  • Such machines include cycling simulators and rowing simulators. These devices remind the user how hard he is working by representing values such as distance travelled or maximum speed in a simulated environment, and this may discourage the user.
  • the visual and/or audio information generated by the data processing apparatus does not represent an activity which is analogous to the exercise activity that the user is carrying out.
  • the exercise machine may be an exercise bicycle, but the visual and/or audio information generated by the data processing apparatus in response to the user's exercise activity may represent a gambling game in a casino where the amount of money the user can stake is determined by the rate of exercise.
  • the computer game does not remind the user of the exercise he is doing so that the exercise becomes incidental to the game play and the user can be motivated to exercise for longer by the progress of the computer game .
  • the invention provides exercise apparatus comprising: an exercise machine ,- data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data including information regarding the exercise activity of a user to the data processing apparatus during exercise on the exercise machine, wherein the data processing apparatus is arranged to generate the visual and/or audio information in dependence on the exercise data and the visual and/or audio information generated by the data processing apparatus does not represent an activity which is analogous to the exercise activity.
  • the exerdise data may be in the form of at least one input signal, which is indicative of the power generated by a user of the exercise machine, for example in accordance with the preceding aspects of the invention.
  • the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity, including at least one game parameter, is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data to the data processing apparatus in the form of at least one input signal, which is indicative of the power generated by a user of the exercise machine, wherein the data processing apparatus is arranged to generate the game parameter as a function of the exercise data, and in the game-playing activity represented by the visual and/or audio information the game parameter does not represent power.
  • exercise data can be used in a non-analogous way to generate game data is by allowing the exercise data to determine the potential value of a game parameter rather than the instantaneous value.
  • a user's effort may increase the maximum speed of their virtual car in a driving game, the amount of ammunition in a shooting game or the strength of a warrior in a fighting game.
  • the instantaneous value of the game parameter may be determined by control data from the user.
  • the current speed of the virtual car may be determined by how long the user has pressed an accelerator button, the number of bullets being fired at any given time may be determined by whether or not the user is pressing the fire button, or the strength of a particular punch by a warrior may be determined by the speed at which the user moves a joystick.
  • the use of a value indicative of the user-generated power to control a maximum value of a computer game parameter encourages the user to work hard in order to increase his capability within the game.
  • the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated, in dependence on at least one game parameter, for communication to the user via an output device; a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine; an exercise monitor arranged to communicate exercise data including information regarding the exercise activity of a user to the data processing apparatus during exercise on the exercise machine, wherein the data processing apparatus is arranged to calculate a range of allowed values of the game parameter by reference to the exercise data and an instant value of the game parameter by reference to the game control data.
  • the computer game is similar to the well-known computer game Tetris.
  • the aim is to guide a falling shape into position.
  • the movement of the shape in the direction perpendicular to the direction of descent is controlled by a computer game controller.
  • the rate of descent of the shape is reduced (or the rate of ascent is increased) in dependence on the power generated by the user's exercise activity. This means that the user can increase the amount of time that he has to position the shape by exercising harder.
  • the user is required to position a succession of falling shapes.
  • the rate of descent of each shape may differ, such that the user may be required to generate more power to achieve a particular rate of descent for a particular shape.
  • Shapes having particular rates of descent may be indicated by a particular colour or other visual or audio indicator.
  • This version of the game provides even greater variety to the user's exercise programme.
  • the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, the game-playing activity requires the user to guide a descending shape into position, the movement of the shape in the direction perpendicular to the direction of descent is controlled by the computer game controller, and the rate of descent of the shape is reduced in dependence on the level of the user's exercise activity.
  • the computer game is similar to the well-known computer game Quake.
  • the aim is to negotiate a virtual environment avoiding and/or destroying opponents.
  • the player is able to shoot opponents in the virtual environment.
  • the direction of movement of the player is controlled by a computer game controller.
  • Firing ammunition may also be controlled by a computer game controller.
  • the speed of movement of the player in the virtual environment may be determined in dependence on the power generated by the user's exercise activity. This means that the user can evade opponents more effectively by exercising harder.
  • the power generated by the user's exercise activity may be used to determine the amount of ammunition available to a player, the destructive power of the ammunition and/or the rate of firing of ammunition.
  • the data processing apparatus may be arranged to allow the user to select between the versions of the game during play. In this way, the user can decide how his exercise activity is to affect the game play.
  • the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, the game-playing activity requires the user to negotiate a virtual environment shooting opponents in the virtual environment, the direction of movement of the player is controlled by "the computer game controller, and exercise data indicative of the level of the user's exercise activity is processed to determine at least one of an amount of ammunition available to a player, a destructive power of ammunition available to a player and a rate of firing of ammunition.
  • the invention extends to exercise apparatus according to any of the foregoing aspects of the invention, to data processing apparatus configured for use in such exercise apparatus and to computer software for programming general-purpose data processing apparatus to operate as such data processing apparatus.
  • data processing apparatus configured for use in such exercise apparatus
  • computer software for programming general-purpose data processing apparatus to operate as such data processing apparatus.
  • the data processing apparatus may be analogue or digital apparatus capable of processing and/or manipulating data.
  • the data processing apparatus may be a suitably programmed general purpose computer, a microprocessor, an EPROM or an application specific integrated circuit (ASIC) .
  • ASIC application specific integrated circuit
  • the output device for communicating information to the user may be any suitable device for providing audio or visual information to the user.
  • the output device comprises a screen which is capable of displaying high resolution computer graphics, such .as a TFT computer monitor.
  • Figure 1 shows a schematic diagram of a first embodiment of the invention
  • Figure 2 shows a schematic diagram of a second embodiment of the invention
  • Figure 3 shows a graph of the relationship between exercise rate and virtual power in accordance with an embodiment of "the invention.
  • Figure 4 shows a graph of an envelope function for use with an embodiment of the invention.
  • Figure 1 shows a schematic diagram of a first embodiment of the present invention.
  • the exercise apparatus comprises an exercise machine 1, such as an exercise bicycle, which includes a tachometer 2 for measuring the user's exercise rate f, for example in revolutions per minute of an aluminium flywheel of the exercise bicycle, and a resistance unit 3, such as an eddy current brake which applies a varying magnetic flux to brake the flywheel.
  • the exercise machine 1 is supplied with power by the user, as indicated in Figure 1 by arrow A.
  • the exercise machine 1 is connected to a power converter 4 which converts the value of the exercise rate into a calibrated instantaneous power value for the power output of the user.
  • the power converter 4 receives exercise rate data from the tachometer 2 of the exercise machine 1 and supplies a resistance level value R to the resistance unit 3 of the exercise machine 1.
  • the power converter 4 controls the resistance level applied by the resistance unit 3.
  • the power generated by a user is, theoretically, proportional to the product of the exercise rate f and the resistive force applied by the resistance unit 3.
  • the power converter 4 can be provided with a look-up table to generate an empirically-determined power output for given values of the exercise rate. Alternatively, it may be sufficient to calculate from the exercise rate f a value for the power generated by the user. Thus, the value generated by the power converter 4 may not be a measure of the power generated by a user, but may be an estimate, or approximation, of that power.
  • the power converter 4 provides an output of the instantaneous power value to a virtual power generator 5, which calculates a value of virtual power y based on the received value of instantaneous power.
  • the relationship between instantaneous power and virtual power is non-linear such that, at higher power levels, the user is given a greater reward for the same increase in power output.
  • the virtual power generator 5 also receives a value for the user's heart rate from a heart, rate monitor 6 and set-up information for the user and session, as indicated by arrow B in Figure 1.
  • the setup information may include a maximum expected resistance level R ⁇ for the user or maximum heart rate, age, workout intensity to control the resistance during the exercise or as an additional input for the computer game.
  • the set-up information may additionally include information about the exercise program to be performed and other parameters such as the warm-up and the cool- down periods .
  • the virtual power generator can then change the virtual power output relationship during the exercise session in accordance with the requirements of the user.
  • the virtual power y generated by the virtual power generator 5 is output to a computer 7 which processes the virtual power y in the course of running a computer game program.
  • the computer 7 also generates the required resistance level R which is passed to the resistance unit 3 of the exercise machine 1 via the virtual power generator 5 and the power converter 4.
  • the output of the computer 7 is an audio-visual representation of game playing activity generated by the computer 7 which is passed to an output device (not shown) such as a computer monitor or television.
  • FIG. 2 shows an alternative embodiment of the invention in which the power converter 4 and the virtual power generator 5 are combined into a single transforming unit 8.
  • the virtual power y is generated directly from the exercise rate f , so that a calculation of the actual power generated by the user is unnecessary.
  • the virtual power y is calculated in accordance with the following relationship :
  • y is the virtual power and f is the exercise rate.
  • the values a and n are constants. Where the exercise rate is measured in revolutions per minute, the constant a has a value between 10 "5 and 10 "2 .
  • the preferred range of values of a is 1/60,000 to 1/410 and the most preferred range of values is 1/41,000 and 1/3025.
  • the preferred value of a is 1/17,467 ⁇ 50.
  • the value of a may be selected to normalise the virtual power to a range between 0 and 1 for a defined range of values of f .
  • n has a value between 1.2 and 3.0.
  • a suitable range of values of n is 1.4 to 2.5, possibly between 2.0 to 2.5.
  • the given values of n have been found to be effective in providing a response to the user's power input that enhances the motivational effect on the user.
  • the value of n may be selected to provide a particular level of difficulty.
  • FIG. 3 A representation of the non-linear relationship between virtual power y and exercise rate f for exemplary values of a and n is shown in Figure 3.
  • the virtual power y may be normalised or capped to range between 0 and 1.
  • the values used are:
  • the values for n and a can be calculated for a given range of maximum and minimum values of f .
  • the minimum value of f corresponds to a value of y of 1/3 and the maximum value of f corresponds to a value of y of 1.
  • y 0.
  • the virtual power requirements for any given computer game may be fixed in advance over the range 0 to 1.
  • the values may be chosen such that at zero applied resistance, any user must pedal at approximately 65 revolutions per minute to achieve a virtual power output of 0.33.
  • the inventors have determined by experimentation with large numbers of users of different fitness and strength levels, the optimum values for a and n that work well for most users .
  • the provision of virtual power in accordance with the present invention motivates users by compensating for the limits on the energy conversion efficiency of the user's body and the non-linear effects of the exercise machine with a single transform function which converts the exercise rate into a virtual power measurement which is artificially high at high power levels.
  • the user is then given the impression that they are able to operate at higher power outputs than they really can and users remain motivated at higher power levels because they can see (and hear) a greater return than a realistic simulation would offer.
  • the measured exercise rate which is used to generate the virtual power, may be the instantaneous exercise rate, the peak exercise rate, or a moving average of the exercise rate of the user.
  • the inventors have found that using the instantaneous exercise rate works well for cycling-based exercise machines, whilst moving average and peak exercise rates work well for rowing machines .
  • the virtual power generator can also control warm- up and cool-down periods during the workout.
  • the generator applies a time-dependent normalised envelope function e(t) to scale the applied resistance R.
  • Figure 4 shows a representation of an envelope function e(t) which can be used to provide a four minute warm-up and a four minute cool-down over a 20 minute exercise programme.
  • envelope function e(t) which can be used to provide a four minute warm-up and a four minute cool-down over a 20 minute exercise programme.
  • a good choice of envelope function has been found to be a trapezoid, such that during the warm-up period, the duration of which is set during initialisation, the effective maximum resistance increases to the value chosen by the user, and during cool-down the effective maximum resistance reduces again.
  • the envelope can be chosen as a more complex shape to ensure periods of rest. However, it is intended that the computer game playing activity determines the style of workout, rather than enforcing this via an envelope.
  • An additional advantage of embodiments of the invention is that users of different fitness and strength levels can operate within the same virtual power range because a is chosen to normalise the virtual power function to 1 at f max .
  • Players of different ability are able to play the same computer game without changing the response of the game to a particular level of virtual power.
  • This handicapping ability also allows players of different fitness and strength levels to play against each other in networked games, such that they are not at a disadvantage due to their differences in physical ability.
  • the heart rate of the user may also be a parameter used in the envelope function e(t) .
  • Upper and lower limits may be set on the heart rate during initialisation. Subsequently, if the heart rate goes above the specified maximum value during exercise then the value of the envelope function is slowly scaled down so that the exercise becomes easier until the heart rate falls within the desired range. Similarly, if the heart rate is too low after the warm-up, the effective resistance of the exercise can be increased.
  • the computer 7 receives a virtual power value from the virtual power generator 5.
  • the virtual power value is used as an input parameter for a computer game, so that the user's exercise activity has a direct effect on game play.
  • the inventors have discovered that such an arrangement motivates the user better than prior art arrangements because the user forgets the exercise activity which they are performing and simply concentrates on playing the game.
  • physical exercise apparatus comprises an exercise machine, such as an exercise bicycle, and a data processing device which runs a computer game program.
  • a user controls the computer game with a game controller, such as a joystick, while exercising on the exercise machine.
  • the data processing device varies a parameter of the computer game in dependence on the rate of exercise of the user.
  • the relationship between the user's rate of exercise and the effect on the computer game is non-linear, such that the user receives a greater reward for increased effort at higher rates of exercise .

Abstract

Physical exercise apparatus comprises an exercise machine, such as an exercise bicycle, and a data processing device which runs a computer game program. A user controls the computer game with a game controller, such as a joystick, while exercising on the exercise machine. The data processing device varies a parameter of the computer game in dependence on the rate of exercise of the user. The relationship between the user's rate of exercise and the effect on the computer game is non-linear, such that the user receives a greater reward for increased effort at higher rates of exercise.

Description

Exercise Apparatus
The present invention relates to exercise apparatus and to data processing apparatus, in particular to data processing apparatus adapted for use with exercise apparatus .
In recent times, there has been an increase in the use of gymnasiums and home exercise apparatus to improve physical fitness and lose weight. The sedentary nature of many modern' jobs and sources of entertainment has led to a large proportion of the population physically exerting themselves very little during their normal daily life. Consequently, there is a growing view that additional physical exercise using home exercise apparatus or at a gymnasium is important for good health. Typical exercise apparatus in a gymnasium or home may include cardiovascular exercise machines such as treadmills, stationary exercise bicycles, rowing machines, steppers, climbers, cross-trainers and the like.
Although many people realise that physical exercise is beneficial to health, the repetitive nature of many exercise activities using exercise machines can discourage their use. Consequently, exercise equipment has been produced which allows the user to select an exercise program which requires varying levels of exercise activity over time in order that the exercise activity is not too monotonous.
Further developments in the field of exercise equipment include exercise systems which provide the user with a simulated representation of the exercise activity that they are doing. Such systems generally incorporate a display which shows a representation of the user carrying out the exercise activity and an indication of performance relative to computer-generated competitors or other users.
Attempts have also been made to allow an exercise device to control a conventional video game or computer game, such that the user can play the game while exercising, in order to relieve the monotony of the exercise activity.
For example, US Patent 6,126,571 describes a device which enables a conventional bicycle to be interfaced to a computer to serve as a control for electronic games. The device has a rear wheel sensor to detect the rotational speed of the rear wheel and a front wheel sensor which detects the direction of the front wheel of the bicycle.
US Patent 4,637,605 discloses a video game control arrangement in which the player movement is controlled on a video screen from the handlebars of a stationary exercise bicycle. The video controls can only be operated if the level of the user's exercise activity is above a preset acceptable level. The inventors have realised that the devices according to the prior art do not motivate users to train for long periods, but simply distract the user from the monotony of the exercise activity. The inventors have been working to develop exercise equipment in which users are sufficiently motivated by the feedback they receive in response to their exercise activity, for example from a computer game, that they will want to use the exercise equipment to obtain this feedback despite having to carry out the exercise activity.
Thus, viewed from a first aspect, the invention provides data processing apparatus configured to process at least one input signal x, which is indicative of the power generated by a user of an exercise machine, and to generate from the input signal x at least one output signal y for communication directly or indirectly to the user via an output device, wherein the output signal y is a function of at least the input signal x and d2y/dx2 is greater than zero over at least a portion of the range of possible values of the input signal. According to the invention, the magnitude of the output signal which the user receives in response to the amount of power generated by their exercise activity increases non-linearly with an increasing power output of the user. At a high level of power output, a small increase in the user's power output will produce a greater increase in the output signal than the same increase in power output at a low level of power output . In this way, a user who is working hard is encouraged to work harder, because the effort applied results in a greater increase in the perceived results of the exercise .
The inventors have realised that human beings are not able to deliver power linearly. For example, because a human can deliver 250 Watts for 10 seconds, does not necessarily imply that he can deliver 500 Watts for 5 seconds, or 10 KW for 0.25 seconds with the same amount of effort. Muscle tissue is limited in its ability to convert stored chemical energy into mechanical energy and the relationship between chemical power input to the human body and the mechanical power output is non-linear.
The inventors have realised that at high power levels, users are motivated to sustain effort if their real actions are rewarded with a greater power effect than is realistic. In other words, where the relationship between actual effort and perceived effort is also non-linear.
The rate of change of the rate of change of the output signal with the input signal, d2y/dx2, may be positive over only a portion of the range of possible values of the input signal x. For example, the output signal y may be a linear function of the input signal x below a predetermined value of the input signal x and may be a non-linear function of the input signal x above that value.
Advantageously, d2y/dx2 is greater than zero over substantially the whole range of possible values of the input signal x. In this way, the same transform may be applied to the input signal x to generate the output signal y for all values of the input signal x.
It is not necessary for the data processing apparatus to calculate the output signal for the current input signal. For example, discrete values of the input signal may be "calculated and a pre-calculated look-up table may be employed to generate the appropriate value of the output signal for each of a plurality of discrete values of the input signal. Where discrete values of the input and/or output signal are used, d2y/dx2 refers to the continuous function underlying the discrete values. For example, d2y/dx2 may be calculated in accordance with the following approximation for four values of the underlying function, (xlfyι) , (x2/ 2) < (x3,y3) , (x„,y4), where x: < x2 < x3 < x4 : yΛ-y, y,-yΛ
X4"X3 (1)
Figure imgf000005_0001
The input signal may be any signal which is indicative of the power generated by the user. Thus, the input signal may be representative of a measurement of the power generated by a user.
In one arrangement, the input signal x is indicative of a rate f of exercise by the user. For a given force against which the user must work, the rate of exercise is proportional to the power generated by the user. The input signal x may be indicative of rotational speed, linear speed or frequency of repetition of an exercise activity. For example, the input signal may be a measurement of the rotational speed of a component or the exercise machine, such as the pedals or flywheel of an exercise bike. The input signal may be a measurement of the linear speed of a component, such as the surface of a treadmill. The input signal may be a measurement of the frequency of a repetitive movement of a component of an exercise machine, such as the motion of the seat on a rowing machine.
The output signal may be a polynomial function of the input signal of order n, where n > 1. The polynomial function may a sum of terms in the input signal raised to integer or non-integer powers. In one arrangement, the output signal is a polynomial function of the exercise rate f and the polynomial function is of order n, where n > 1. A particularly motivational effect on users has been found where n is in the range 1.2 to 3. Testing indicates that n is advantageously less than 2.5 and desirably greater than 1.4, most desirably greater than 2.0. In the presently preferred arrangement, n is 2.34.
The output signal y may be a function of at least the input signal x and at least one further input signal. The further input signal may be indicative of the heart rate of a user. For example, the magnitude of the output signal may be increased with the user's heart rate in order to reward the user for working at a required heart rate and/or to prevent the user from increasing heart rate to a dangerously high level in order to achieve a required output signal .
In addition to or instead of the heart rate, a further input signal may be indicative of a resistive force provided by the exercise machine to the user's activity. For example, the exercise machine may include a sensor which monitors the resistance applied by the exercise machine. For a given constant speed or rate of exercise, the power output of the user is a function of the resistive force applied by the exercise machine. Advantageously, the apparatus is configured to generate a control signal R for controlling the amount of resistive force provided by an exercise machine to the user's activity and the further input signal is indicative of the magnitude of the control signal. In this way, it is not necessary to measure the resistance, because the applied resistance is generated in response to a signal from the data processing apparatus. The further input signal may be indicative of the level of resistance applied by an eddy current brake to a spinning wheel, or the number of weights the user is lifting on a weight machine. The data processing apparatus may be arranged to increase or decrease the resistive force in response to the user's power output in order to maintain a predetermined power level .
The control signal for the resistive force may be normalised relative to a predetermined maximum level RMAX- In this way, the range of values of the output signal y may be made independent of the maximum resistive force that an exercise device can provide. Thus, the output signal y may be a function of the ratio of the resistance level R and a predetermined maximum resistance level RAX-
The output signal may be communicated to the user by a simple display such as a bar chart or digitally- displayed value. However, in the presently preferred arrangement, the data processing apparatus is arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated in dependence on the output signal y. In this way, the user's efforts are converted to a parameter in a computer game, such as the speed of a car or the strength of a warrior, while the user is exercising. This has been found to be significantly more motivational than a simple representation of the output signal, because the user's progress in the game is directly related to their exercise activity.
The inventors have also realised that a further way to improve motivation is to allow a user to compete with other users during exercise activity. This can be done by networking multiple exercise machines together. However, the inventors have realised that it is even more motivational for users to be able to compete with other users independently of the respective strengths and levels of fitness of the users.
Thus, the* data processing apparatus may be arranged to apply a scaling factor to the output signal y and to process the scaled output signal to generate the visual and/or audio information representative of computer game-playing activity. The scaling factor may be representative of an expected performance level of a user. In this way, users with differing expected performance levels can achieve the same levels of output signal and compete with each other at the same level within a computer game. The scaling factor may be applied to the output signal y by multiplying the maximum resistance by the scaling factor.
The data processing apparatus may be arranged to vary the scaling factor with time in accordance with a warm up and/or cool down programme. In this way, the same scaling factor which is used to handicap players of varying ability can also be used to ensure that users carry out the required warm-up and cool-down at the beginning and end of their exercise programmes.
The above feature is in itself believed to be novel and thus, viewed from a further aspect, the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity, including at least one game parameter, is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data to the data processing apparatus, wherein the data processing apparatus is arranged to generate the game parameter as a function of the exercise data, and wherein the data processing apparatus is further arranged to apply a scaling factor to the exercise data in generating the game parameter and the scaling factor is indicative of a maximum expected level of exercise activity.
The scaling factor may be representative of an expected performance level of a user.
The data processing apparatus may be arranged to vary the scaling factor with time in accordance with a warm up and/or cool down programme .
The data processing apparatus of the invention may be employed in an exercise system generally in accordance with the prior art. For example, exercise data may be generated in dependence on the speed of rotation of the pedals of an exercise bike and game control data may be generated in dependence on the position of the handlebars of the bike. In this example, the invention may be employed to provide a bicycle racing simulator with an improved motivational effect on the user.
However, this is not the presently preferred arrangement. In the presently preferred arrangement, the data processing apparatus further comprises a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the controller is configured to be operable without movement of the user's arm above the elbow.
According to this arrangement, the computer game is controlled predominantly by movements of the user's hands, fingers, thumbs, wrists and forearms. These fine control movements have been found to concentrate the user's mind on the playing of the computer game rather than on the exercise that they are also doing. In contrast, a game which is controlled by movement of the handlebars of an exercise bike, for example, requires gross movements of the arms for control and is viewed as an exercise activity by the user. Where the computer game is controlled by means of a joystick, joypad or similar game controller configured to be operable without movement of the user's arm above the elbow, the attention of the user is concentrated on the game rather than the exercise activity and this can motivate the user to exercise for a longer period of time than would otherwise be the case.
This in itself is believed to be a novel feature and, thus, viewed from a further aspect, the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, and the controller is configured to be operable without movement of the user's arm above the elbow. Suitable game controllers are controllers of the type used to control computer game consoles, such as the Sony Playstation, which are known as joypads. A conventional computer joystick may also be used or any other suitable controller.
The inventors have also realised that a user of an exercise machine may further be motivated to train harder or longer on the machine if he is not constantly reminded of the exercise activity he is doing. For example, many prior computer-enhanced exercise machines have provided the user with a representation of the exercise activity that they are carrying out . Such machines include cycling simulators and rowing simulators. These devices remind the user how hard he is working by representing values such as distance travelled or maximum speed in a simulated environment, and this may discourage the user. In one embodiment of the invention, the visual and/or audio information generated by the data processing apparatus does not represent an activity which is analogous to the exercise activity that the user is carrying out. For example, the exercise machine may be an exercise bicycle, but the visual and/or audio information generated by the data processing apparatus in response to the user's exercise activity may represent a gambling game in a casino where the amount of money the user can stake is determined by the rate of exercise. In this way, the computer game does not remind the user of the exercise he is doing so that the exercise becomes incidental to the game play and the user can be motivated to exercise for longer by the progress of the computer game . This in itself is believed to be a novel feature and, thus, viewed from a further aspect, the invention provides exercise apparatus comprising: an exercise machine ,- data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data including information regarding the exercise activity of a user to the data processing apparatus during exercise on the exercise machine, wherein the data processing apparatus is arranged to generate the visual and/or audio information in dependence on the exercise data and the visual and/or audio information generated by the data processing apparatus does not represent an activity which is analogous to the exercise activity.
The exerdise data may be in the form of at least one input signal, which is indicative of the power generated by a user of the exercise machine, for example in accordance with the preceding aspects of the invention.
Viewed from a further aspect, the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity, including at least one game parameter, is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data to the data processing apparatus in the form of at least one input signal, which is indicative of the power generated by a user of the exercise machine, wherein the data processing apparatus is arranged to generate the game parameter as a function of the exercise data, and in the game-playing activity represented by the visual and/or audio information the game parameter does not represent power.
One way in which the inventors have realised that exercise data can be used in a non-analogous way to generate game data is by allowing the exercise data to determine the potential value of a game parameter rather than the instantaneous value. Thus, for example, a user's effort may increase the maximum speed of their virtual car in a driving game, the amount of ammunition in a shooting game or the strength of a warrior in a fighting game. The instantaneous value of the game parameter may be determined by control data from the user. For example, the current speed of the virtual car may be determined by how long the user has pressed an accelerator button, the number of bullets being fired at any given time may be determined by whether or not the user is pressing the fire button, or the strength of a particular punch by a warrior may be determined by the speed at which the user moves a joystick. The use of a value indicative of the user-generated power to control a maximum value of a computer game parameter encourages the user to work hard in order to increase his capability within the game. Viewed from a further aspect, therefore, the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated, in dependence on at least one game parameter, for communication to the user via an output device; a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine; an exercise monitor arranged to communicate exercise data including information regarding the exercise activity of a user to the data processing apparatus during exercise on the exercise machine, wherein the data processing apparatus is arranged to calculate a range of allowed values of the game parameter by reference to the exercise data and an instant value of the game parameter by reference to the game control data.
In one embodiment, the computer game is similar to the well-known computer game Tetris. The aim is to guide a falling shape into position. The movement of the shape in the direction perpendicular to the direction of descent is controlled by a computer game controller. In accordance with the invention, the rate of descent of the shape is reduced (or the rate of ascent is increased) in dependence on the power generated by the user's exercise activity. This means that the user can increase the amount of time that he has to position the shape by exercising harder. In a preferred version of this game, the user is required to position a succession of falling shapes. The rate of descent of each shape may differ, such that the user may be required to generate more power to achieve a particular rate of descent for a particular shape. Shapes having particular rates of descent may be indicated by a particular colour or other visual or audio indicator. This version of the game provides even greater variety to the user's exercise programme. Viewed from a further aspect therefore, the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, the game-playing activity requires the user to guide a descending shape into position, the movement of the shape in the direction perpendicular to the direction of descent is controlled by the computer game controller, and the rate of descent of the shape is reduced in dependence on the level of the user's exercise activity.
In another embodiment, the computer game is similar to the well-known computer game Quake. The aim is to negotiate a virtual environment avoiding and/or destroying opponents. The player is able to shoot opponents in the virtual environment. The direction of movement of the player is controlled by a computer game controller. Firing ammunition may also be controlled by a computer game controller. In one version in accordance with the invention, the speed of movement of the player in the virtual environment may be determined in dependence on the power generated by the user's exercise activity. This means that the user can evade opponents more effectively by exercising harder.
In another version of this game in accordance with the invention, the power generated by the user's exercise activity may be used to determine the amount of ammunition available to a player, the destructive power of the ammunition and/or the rate of firing of ammunition. The data processing apparatus may be arranged to allow the user to select between the versions of the game during play. In this way, the user can decide how his exercise activity is to affect the game play.
Viewed from a further aspect therefore, the invention provides exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, the game-playing activity requires the user to negotiate a virtual environment shooting opponents in the virtual environment, the direction of movement of the player is controlled by "the computer game controller, and exercise data indicative of the level of the user's exercise activity is processed to determine at least one of an amount of ammunition available to a player, a destructive power of ammunition available to a player and a rate of firing of ammunition.
The invention extends to exercise apparatus according to any of the foregoing aspects of the invention, to data processing apparatus configured for use in such exercise apparatus and to computer software for programming general-purpose data processing apparatus to operate as such data processing apparatus. Features described in relation to particular embodiments or aspects of the invention may be used, as appropriate, in combination with other embodiments or aspects of the invention described herein.
The data processing apparatus may be analogue or digital apparatus capable of processing and/or manipulating data. For examples, the data processing apparatus may be a suitably programmed general purpose computer, a microprocessor, an EPROM or an application specific integrated circuit (ASIC) .
The output device for communicating information to the user may be any suitable device for providing audio or visual information to the user. Preferably, the output device comprises a screen which is capable of displaying high resolution computer graphics, such .as a TFT computer monitor.
Some embodiments of the invention will now be described by way of example only and with reference to the accompanying drawings, in which:
Figure 1 shows a schematic diagram of a first embodiment of the invention;
Figure 2 shows a schematic diagram of a second embodiment of the invention; Figure 3 shows a graph of the relationship between exercise rate and virtual power in accordance with an embodiment of "the invention; and
Figure 4 shows a graph of an envelope function for use with an embodiment of the invention. Figure 1 shows a schematic diagram of a first embodiment of the present invention. In this embodiment, the exercise apparatus comprises an exercise machine 1, such as an exercise bicycle, which includes a tachometer 2 for measuring the user's exercise rate f, for example in revolutions per minute of an aluminium flywheel of the exercise bicycle, and a resistance unit 3, such as an eddy current brake which applies a varying magnetic flux to brake the flywheel. The exercise machine 1 is supplied with power by the user, as indicated in Figure 1 by arrow A.
The exercise machine 1 is connected to a power converter 4 which converts the value of the exercise rate into a calibrated instantaneous power value for the power output of the user. The power converter 4 receives exercise rate data from the tachometer 2 of the exercise machine 1 and supplies a resistance level value R to the resistance unit 3 of the exercise machine 1. Thus, the power converter 4 controls the resistance level applied by the resistance unit 3. The power generated by a user is, theoretically, proportional to the product of the exercise rate f and the resistive force applied by the resistance unit 3. However, in a real system, with bearings, gears and inertia, there will also be power dissipation due to frictional losses in the system. If desired, the power converter 4 can be provided with a look-up table to generate an empirically-determined power output for given values of the exercise rate. Alternatively, it may be sufficient to calculate from the exercise rate f a value for the power generated by the user. Thus, the value generated by the power converter 4 may not be a measure of the power generated by a user, but may be an estimate, or approximation, of that power.
The power converter 4 provides an output of the instantaneous power value to a virtual power generator 5, which calculates a value of virtual power y based on the received value of instantaneous power. The relationship between instantaneous power and virtual power is non-linear such that, at higher power levels, the user is given a greater reward for the same increase in power output. In addition to the instantaneous power, the virtual power generator 5 also receives a value for the user's heart rate from a heart, rate monitor 6 and set-up information for the user and session, as indicated by arrow B in Figure 1. The setup information may include a maximum expected resistance level R^ for the user or maximum heart rate, age, workout intensity to control the resistance during the exercise or as an additional input for the computer game. The set-up information may additionally include information about the exercise program to be performed and other parameters such as the warm-up and the cool- down periods . The virtual power generator can then change the virtual power output relationship during the exercise session in accordance with the requirements of the user. The virtual power y generated by the virtual power generator 5 is output to a computer 7 which processes the virtual power y in the course of running a computer game program. The computer 7 also generates the required resistance level R which is passed to the resistance unit 3 of the exercise machine 1 via the virtual power generator 5 and the power converter 4. The output of the computer 7 is an audio-visual representation of game playing activity generated by the computer 7 which is passed to an output device (not shown) such as a computer monitor or television.
Figure 2 shows an alternative embodiment of the invention in which the power converter 4 and the virtual power generator 5 are combined into a single transforming unit 8. In this embodiment, the virtual power y is generated directly from the exercise rate f , so that a calculation of the actual power generated by the user is unnecessary.
Within the virtual power generator 5 or the virtual power transforming unit 8, the virtual power y is calculated in accordance with the following relationship :
y = a fn (2)
where y is the virtual power and f is the exercise rate. The values a and n are constants. Where the exercise rate is measured in revolutions per minute, the constant a has a value between 10"5 and 10"2. The preferred range of values of a is 1/60,000 to 1/410 and the most preferred range of values is 1/41,000 and 1/3025. The preferred value of a is 1/17,467 ± 50. The value of a may be selected to normalise the virtual power to a range between 0 and 1 for a defined range of values of f .
The constant n has a value between 1.2 and 3.0. A suitable range of values of n is 1.4 to 2.5, possibly between 2.0 to 2.5. The given values of n have been found to be effective in providing a response to the user's power input that enhances the motivational effect on the user. The value of n may be selected to provide a particular level of difficulty.
A representation of the non-linear relationship between virtual power y and exercise rate f for exemplary values of a and n is shown in Figure 3. As shown in Figure 3, the virtual power y may be normalised or capped to range between 0 and 1. In the example shown, the values used are:
Figure imgf000020_0001
The values for n and a can be calculated for a given range of maximum and minimum values of f . The minimum value of f corresponds to a value of y of 1/3 and the maximum value of f corresponds to a value of y of 1. For f=0, y=0. The virtual power requirements for any given computer game may be fixed in advance over the range 0 to 1. For example, the values may be chosen such that at zero applied resistance, any user must pedal at approximately 65 revolutions per minute to achieve a virtual power output of 0.33. The inventors have determined by experimentation with large numbers of users of different fitness and strength levels, the optimum values for a and n that work well for most users . The provision of virtual power in accordance with the present invention motivates users by compensating for the limits on the energy conversion efficiency of the user's body and the non-linear effects of the exercise machine with a single transform function which converts the exercise rate into a virtual power measurement which is artificially high at high power levels. The user is then given the impression that they are able to operate at higher power outputs than they really can and users remain motivated at higher power levels because they can see (and hear) a greater return than a realistic simulation would offer. Depending on the type of exercise being performed, the measured exercise rate, which is used to generate the virtual power, may be the instantaneous exercise rate, the peak exercise rate, or a moving average of the exercise rate of the user. For example, the inventors have found that using the instantaneous exercise rate works well for cycling-based exercise machines, whilst moving average and peak exercise rates work well for rowing machines .
The virtual power generator can also control warm- up and cool-down periods during the workout. The generator applies a time-dependent normalised envelope function e(t) to scale the applied resistance R. Figure 4 shows a representation of an envelope function e(t) which can be used to provide a four minute warm-up and a four minute cool-down over a 20 minute exercise programme. Although many functions are appropriate, a good choice of envelope function has been found to be a trapezoid, such that during the warm-up period, the duration of which is set during initialisation, the effective maximum resistance increases to the value chosen by the user, and during cool-down the effective maximum resistance reduces again. If required, the envelope can be chosen as a more complex shape to ensure periods of rest. However, it is intended that the computer game playing activity determines the style of workout, rather than enforcing this via an envelope.
An additional advantage of embodiments of the invention is that users of different fitness and strength levels can operate within the same virtual power range because a is chosen to normalise the virtual power function to 1 at fmax. Players of different ability are able to play the same computer game without changing the response of the game to a particular level of virtual power. This handicapping ability also allows players of different fitness and strength levels to play against each other in networked games, such that they are not at a disadvantage due to their differences in physical ability.
The heart rate of the user may also be a parameter used in the envelope function e(t) . Upper and lower limits may be set on the heart rate during initialisation. Subsequently, if the heart rate goes above the specified maximum value during exercise then the value of the envelope function is slowly scaled down so that the exercise becomes easier until the heart rate falls within the desired range. Similarly, if the heart rate is too low after the warm-up, the effective resistance of the exercise can be increased.
The computer 7 receives a virtual power value from the virtual power generator 5. The virtual power value is used as an input parameter for a computer game, so that the user's exercise activity has a direct effect on game play. The inventors have discovered that such an arrangement motivates the user better than prior art arrangements because the user forgets the exercise activity which they are performing and simply concentrates on playing the game.
In summary, physical exercise apparatus comprises an exercise machine, such as an exercise bicycle, and a data processing device which runs a computer game program. A user controls the computer game with a game controller, such as a joystick, while exercising on the exercise machine. The data processing device varies a parameter of the computer game in dependence on the rate of exercise of the user. The relationship between the user's rate of exercise and the effect on the computer game is non-linear, such that the user receives a greater reward for increased effort at higher rates of exercise .

Claims

Claims
1. Data processing apparatus configured to process at least one input signal x, which is indicative of the power generated by a user of an exercise machine, and to generate from the input signal x at least one output signal y for communication directly or indirectly to the user via an output device, wherein the output signal y is a function of at least the input signal x and d2y/dx2 is greater than zero over at least a portion of the range of possible values of the input signal .
2. Data processing apparatus as claimed in claim 1, wherein d2y/dx2 is greater than zero over substantially the whole range of possible values of the input signal x.
3. Data processing apparatus as claimed in claim 1 or 2, wherein the data processing apparatus is arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated in dependence on the output signal y.
4. Data processing apparatus as claimed in claim 3, wherein the data processing apparatus is arranged to multiply the output signal y by a scaling factor and to process the scaled output signal to generate the visual and/or audio information representative of computer game-playing activity, and the scaling factor is representative of an expected performance level of a user.
5. Data processing apparatus as claimed in claim 3 or 4, wherein the data processing apparatus is arranged to multiply the output signal y by a scaling factor and to process the scaled output signal to generate the visual and/or audio information representative of computer game-playing activity, and the data processing apparatus is arranged to vary the scaling factor with time in accordance with a warm up and/or cool down programme.
6. Data processing apparatus as claimed in any preceding claim, wherein the input signal x is indicative of a rate f of exercise by the user.
7. Data processing apparatus as claimed in claim 6, wherein the input signal x is indicative of a quantity selected from the group comprising rotational speed, linear speed and frequency of repetition of an exercise activity.
8. Data processing apparatus as claimed in claim 6 or 7, wherein the output signal is a polynomial function of the exercise rate f and the polynomial function is of order n, where n > 1.
9. Data processing apparatus as claimed in claim 8 wherein n is in the range 1.2 to 3.
10. Data processing apparatus as claimed in any preceding claim wherein the output signal y is a function of at least the input signal x and at least one further input signal which is indicative of the heart rate of a user.
11. Exercise apparatus comprising an exercise machine and data processing apparatus as claimed in any preceding claim.
12. Exercise apparatus as claimed in claim 11 further comprising a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the controller is configured to be operable without movement of the user's arm above the elbow.
13. Exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, and the controller is configured to be operable without movement of the user's arm above the elbow.
14. Exercise apparatus as claimed in claim 13, wherein the data processing apparatus is arranged to generate the visual and/or audio information in dependence on at least one game parameter and to calculate a range of allowed values of the game parameter by reference to the exercise data and an instant value of the game parameter by reference to the game control data.
15. Exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated, in dependence on at least one game parameter, for communication to the user via an output device; a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine; an exercise monitor arranged to communicate exercise data including information regarding the exercise activity of a user to the data processing apparatus during exercise on the exercise machine, wherein the data processing apparatus is arranged to calculate a range of allowed values of the game parameter by reference to the exercise data and an instant value of the game parameter by reference to the game control data.
16. Exercise apparatus as claimed in claim 15, wherein the visual and/or audio information generated by the data processing apparatus does not represent an activity which is analogous to the exercise activity.
17. Exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data including information regarding the exercise activity of a user to the data processing apparatus during exercise on the exercise machine, wherein the data processing apparatus is arranged to generate the visual and/or audio information in dependence on the exercise data and the visual and/or audio information generated by the data processing apparatus does not represent an activity which is analogous to the exercise activity.
18. Exercise apparatus as claimed in any of claims 13 to 17, wherein the exercise data is in the form of at least one input signal, which is indicative of the power generated by a user of the exercise machine.
19. Exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity, including at least one game parameter, is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data to the data processing apparatus in the form of at least one input signal, which is indicative of the power generated by a user of the exercise machine, wherein the data processing apparatus is arranged to generate the game parameter as a function of the exercise data, and in the game-playing activity represented by the visual and/or audio information the game parameter does not represent power.
20. Exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity, including at least one game parameter, is generated for communication to the user via an output device; and an exercise monitor arranged to communicate exercise data to the data processing apparatus, wherein the data processing apparatus is arranged to generate the game parameter as a function of the exercise data, and wherein the data processing apparatus is further arranged to apply a scaling factor to the exercise data in generating the game parameter and the scaling factor is indicative of a maximum expected level of exercise activity.
21. Exercise apparatus as claimed in claim 20, wherein the scaling factor is representative of an expected performance level of a user.
22. Exercise apparatus as claimed in claim 20 or 21, wherein the data processing apparatus is arranged to vary the scaling factor with time in accordance with a warm up and/or cool down programme .
23. Exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, the game-playing activity requires the user to guide a descending shape into position, the movement of the shape in the direction perpendicular to the direction of descent is controlled by the computer game controller, and the rate of descent of the shape is reduced in dependence on the level of the user's exercise activity.
24. Exercise apparatus comprising: an exercise machine; data processing apparatus arranged to run at least one computer game program in accordance with which visual and/or audio information representative of computer game-playing activity is generated for communication to the user via an output device; and a computer game controller operable by a user to communicate game control data to the data processing apparatus during exercise on the exercise machine, wherein the visual and/or audio information is generated in dependence on exercise data which includes information regarding the exercise activity of a user, the game-playing activity requires the user to negotiate a virtual environment shooting opponents in the virtual environment, the direction of movement of the player is controlled by the computer game controller, and exercise data indicative of the level of the user's exercise activity is processed to determine at least one of an amount of ammunition available to a player, a destructive power of ammunition available to a player and a rate of firing of ammunition.
25. Exercise apparatus as claimed in any of claims 12 or 22, wherein the data processing apparatus is as claimed in any of claims 1 to 10.
26. Exercise apparatus as claimed in any of claims 11 to 24 further comprising an output device in the form of a screen which is capable of displaying high resolution computer graphics .
27. Data processing apparatus adapted for use in exercise apparatus as claimed in any of claims 12 to 24.
28. Computer software which adapts a general -purpose data processing device to operate as data processing apparatus according to any of claims 1 to 10 or 27.
PCT/EP2002/006499 2001-06-14 2002-06-12 Exercise apparatus WO2002102469A1 (en)

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EP02743189A EP1399225A1 (en) 2001-06-14 2002-06-12 Exercise apparatus
JP2003505052A JP2004528953A (en) 2001-06-14 2002-06-12 Exercise equipment

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GB0114510.1 2001-06-14
GB0114510A GB0114510D0 (en) 2001-06-14 2001-06-14 Exercise machines
GB0116587A GB0116587D0 (en) 2001-06-14 2001-07-06 Excercise apparatus
GB0116587.7 2001-07-06

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