WO2009050715A2 - Means and method for interaction between real physical maneuvers and actions in a virtual environment - Google Patents

Means and method for interaction between real physical maneuvers and actions in a virtual environment Download PDF

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Publication number
WO2009050715A2
WO2009050715A2 PCT/IL2008/001379 IL2008001379W WO2009050715A2 WO 2009050715 A2 WO2009050715 A2 WO 2009050715A2 IL 2008001379 W IL2008001379 W IL 2008001379W WO 2009050715 A2 WO2009050715 A2 WO 2009050715A2
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WO
WIPO (PCT)
Prior art keywords
combination
group
haptic
cushion
rebounding
Prior art date
Application number
PCT/IL2008/001379
Other languages
French (fr)
Other versions
WO2009050715A3 (en
Inventor
Gal Shvebish
Yoav Lerner
Original Assignee
Gravitx Ltd
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
Application filed by Gravitx Ltd filed Critical Gravitx Ltd
Publication of WO2009050715A2 publication Critical patent/WO2009050715A2/en
Publication of WO2009050715A3 publication Critical patent/WO2009050715A3/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/816Athletics, e.g. track-and-field sports
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1037Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1056Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving pressure sensitive buttons
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1062Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8005Athletics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • the present invention relates generally to the field of means and method for interaction between real physical maneuvers and actions in a virtual environment
  • US patent 5591104 and US patent application 2007/0123390 are not motivated to inform the user by means of data obtained sensors, but rather to distract and entertain the user of conventional fitness and exercise instruments while performing tiresome exercises.
  • US patent 5591104 attaches conventional game controller means to exercise means, and interconnects said game palying means to a computerized gaming platform.
  • US patent 5991104 teaches an electronically controlled fitness apparatus, wherein the resistance of said fitness apartus is determined by exercise protocols within a displayed game. For example hills can displayed and the resistance of the pedals of a bicycle can be approrpriately increased.
  • US patent 5991104 teaches the electronic determination of properties of a fitness apparatus in accordance with virtual on-screen events.
  • US patent application 2007/0123390 further integrates standard exercise apparatuses with standard gaming controllers.
  • the application teaches feedback means, such as vibration, in order to create a realistic feel.
  • feedback means such as vibration
  • it teaches the integration of a plurality of sensors, including exercise rate, exercise force, and exercise repetition.
  • Any single computer gaming title may require a multitude of actions to be reproduced by the player, including: jumping, hopping, running, walking, skipping, ducking, grabbing.
  • different titles may require other distinct activities, such as: navigating, swiveling, leaping, and shooting.
  • Non-fitness based gaming controllers such as US20070051593, have opted to forfit the physical realism of the game and translate the actual physical action required into a sequence of abstract actions on the controllers. This technological solution allows for a multipurpose controller for a wide range of gaming titles, at the expense of a physically realistic gaming expreience.
  • Other non-fitness oriented controllers such as US20050197178, have limited the versatility of the gaming controller in order to gain a more realistic feel.
  • Fitness oriented gaming controllers and computerized exercise devices such as WO1990DE00713, US4813665, and US2004259689 have taken an essentially similar approach. They provide a realistic exercise environment, but structurally limit themselves to a specific type of physical activity.
  • the aforementioned exercises in- the ⁇ aforementioned rebounding exercise device are selected from a group consisting of walking, running, hopping, jumping, swaying, leaping, skipping, ducking, navigating, grabbing, supporting one's weight by one's upper limbs, or a combination thereof.
  • the aforementioned haptic rebounding cushion of the aforementioned rebounding exercise device is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof.
  • the outer surface of aforementioned haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
  • the outer surface of the aforementioned rebounding device is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
  • the outer surface of the haptic rebounding cushion of the present invention has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, " heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
  • the outer surface of the haptic rebounding cushion of the present invention is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
  • the haptic rebounding cushion of the system for translating physical maneuvers into actions in a virtual computerized environment is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof.
  • the aforementioned virtual computerized environment is selected from a group consisting of: games, video games, simulations, virtual reality, virtual worlds, or a combination thereof.
  • system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises visual display means, for displaying said computerized virtual environment.
  • system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises audio means for conveying an audio representation of said virtual computerized environment.
  • system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises maneuverable handles at the upper end of said supporting bars.
  • the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises pressure sensitive handles at the upper end of said supporting bars, such that the degree of pressure applied to said handles may be detected.
  • the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises bodily activity monitoring means in communication with said second processing means, for monitoring bodily activity or vital signs selected from a group consisting of pulse, blood pressure, or a combination thereof.
  • the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
  • the aforementioned outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
  • the aforementioned physical maneuvers are selected from a group consisting of physical exercises, fitness exercises, fitness programs, training programs, exertion exercises, rehabilitation exercises, or a combination thereof.
  • system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises at least one sensor embedded in said support bars.
  • the aforementioned sensors are selected from a group consisting of: touch sensors, pressure sensors, pulse monitoring- sensor, blood pressure monitoring sensor, or a combination thereof.
  • the aforementioned haptic rebounding cushion additionally comprises an impact dampening layer.
  • the aforementioned haptie rebounding cushion is adapted to dampen the blow of jumping and skipping actions by conventional inertia dampening means, said means are selected from a group consisting of padding, layering, and incorporation of springs.
  • the aforementioned haptie rebounding cushion is constructed so as to achieve a balanced surface tension that facilitates the seamless transition between a variety of physical activities selected from a group consisting of jumping, running, skipping and walking.
  • the aforementioned haptie rebounding cushion incorporates a conventional vibration means in order to increase the realistic feel of the gaming experience by conveying force feedback to the user's actions.
  • the aforementioned haptie rebounding cushion is fitted with a plurality of sensors indicating the proximity of the user's limbs to said cushion, said sensors selected from a group consisting of proximity sensors, touch sensitive sensors.
  • the aforementioned support bars are height adjustable by conventional height adjustment mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, 'automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
  • the distance between said bars is adjustable by conventional mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
  • the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises buttons and controllers along the length of said bars, wherein said buttons and controllers may be activated by a body part selected from a group consisting of upper limbs lower, limbs, wrists, hands, fingers, feet, toes, or a combination thereof.
  • the aforementioned haptic rebounding cushion, or parts thereof is comprised of materials selected from a group consisting of springs, rubber, inflatables, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro- active polymers, shap-memory or a combination thereof.
  • the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises manipulating means embedded in said haptic rebounding cushion, such that force feedback may be delivered to the user.
  • the aforementioned manipulating means is selected from a group consisting of motors, air pumps, hydraulic means, electro-active polymers, shape memory material, or a combination thereof.
  • the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises items wearable by the user, said items further comprising means that are trackable by said at least one sensor.
  • the aforementioned trackable means is selected from a group consisting of RFID, smartcard, magnet, radiation emitting means, radiation absorbing means, radiation reflecting means, or a combination thereof.
  • the aforementioned wearable means is selected from a group consisting of gloves, headbands, armbands, legbands, cuffs, bangles, shoes, socks, clothing articles, or a combination thereof.
  • the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises at least one line of sight sensor for sensing the position or maneuvers of the user, said sensor selected group consisting of a camera, infrared, laser, or a combination thereof.
  • the human size gaming controller of the present invention additionally comprises visual display means, for displaying said computerized virtual environment. It is within the scope of the human size gaming controller of the present invention that the aforementioned support bars are positioned in parallel, such that the gaze of the user is directed at the display during -exercise' is enabled.
  • the human size gaming controller of the present invention additionally comprises audio means.
  • the aforementioned supporting bars are fitted, at their upper end, with controlling buttons.
  • the human size gaming controller of the present invention additionally comprises maneuverable handles at the upper end of said supporting bars.
  • maneuverable handles are adapted to flex or tilt.
  • the human size gaming controller of the present invention additionally comprises pressure sensitive handles at the upper end of said supporting bars, such that the degree of pressure applied to said handles may be detected.
  • the human size gaming controller of the present invention additionally comprises bodily activity monitoring means in communication with said second processing means, for monitoring bodily activity selected from a group consisting of pulse, blood pressure, or a combination thereof.
  • the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
  • the aforementioned physical maneuvers are selected from a group consisting of physical exercises, fitness exercises, fitness programs, training programs, exertion exercises, rehabilitation exercises, or a combination thereof.
  • the human size gaming controller of the present invention additionally comprises at least one sensor embedded in said support bars.
  • the aforementioned sensors are selected from a group consisting of: touch sensors, pressure sensors, pulse monitoring sensor, blood pressure monitoring sensor, or a combination thereof.
  • the aforementioned haptic rebounding cushion additionally comprises an impact dampening layer.
  • At least one pressure sensitive sensor is incorporated in said haptic rebounding cushion.
  • the aforementioned haptic rebounding cushion is adapted to dampen the blow of jumping and skipping actions by conventional inertia dampening means, said means are selected from a group consisting of padding, layering, and incorporation of springs.
  • the aforementioned haptic rebounding cushion is constructed so as to achieve a balanced surface tension that facilitates the seamless transition between a variety of physical activities selected from a group consisting of jumping, running, skipping and walking
  • the aforementioned haptic rebounding cushion incorporates a conventional vibration means in order to increase the realistic feel of the gaming experience by conveying force feedback to the user's actions.
  • the aforementioned haptic rebounding cushion is fitted with a plurality of sensors indicating the proximity of the user's limbs, said sensors selected from a group consisting of proximity sensors, touch sensitive sensors.
  • the aforementioned supporting bars are fitted with about 90-degree shifted 'L' shaped grip handles.
  • the aforementioned 'L' shaped grip handles are fitted with at least one button, trigger, or lever.
  • the aforementioned support bars are height adjustable by conventional height adjustment mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
  • the distance between said bars is adjustable by conventional mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
  • the human size gaming controller of the present invention additionally comprises buttons and controllers along the length of said bars, wherein said buttons and controllers may be activated by a body part selected from a group consisting of upper limbs lower, limbs, wrists, hands, fingers, feet, toes, or a combination thereof.
  • the human size gaming controller of the present invention additionally comprises vibrating means embedded in said haptic rebounding cushion, such that force feedback may be delivered to the user.
  • the aforementioned haptic rebounding cushion is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic .plates, electro-active polymers, shape-memory or a combination thereof.
  • the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
  • the aforementioned outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
  • At least one human sized controller for controlling said virtual actions comprising haptic rebounding cushion, having at least one sensor for sensing the physical position of the exerciser;
  • step of manipulating comprises actions selected from a group consisting of vibrating, inflating, deflating, raising, lowering, tilting, swiveling, inducing electro-active polymers, inducing shape-memory materials, or a combination thereof.
  • FIG. 1 is illustrating an isometric view of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, in which the user adopts a standing position, while holding on to gripping handles and in reach of incorporated computer gaming control interface buttons and triggers;
  • FIG. 2 is illustrating an isometric view of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, in which the user engages in a hopping exercise, upon an impact dampening surface, while gripping handles supported by a height adjustable parallel bar structure;
  • FIG. 3 is illustrating an isometric view of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, in which the user adopts a seated position, while in reach of computer gaming control interface buttons and triggers.
  • FIG. 4 is illustrating an isometric view of a preferred embodiment of handle segment of the human size gaming controller of the present invention, comprising a grip element fitted with control buttons, and interconnected by means of control wire, enclosed within support bar, to processing means (not shown), wherein said handle is adapted to attach and detach from said support bar by means of conventional clasping means (not shown).
  • Fig. 5 is illustrating an exploded view of a preferred embodiment of haptic rebounding cushion such that Vibrotactile feedback, Kinesthetic feedback, or a combination thereof is achieved.
  • FIG. 6 is illustrating a schematic view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment wherein said system comprises wireless means for wireless cross platform communication with plurality of gaming platforms.
  • FIG. 7 is illustrating a side view photo representation of a preferred embodiment of handle segment of the present invention wherein handle grip is fitted at one end with clasping means for clasping on to the support bar.
  • FIG. 8 is illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is bouncing on haptic rebounding cushion while supporting himself by means of supporting bars, said bars extending at their lower ends into stabilization cuffs 16, and further stabilized by horizontal stabilization bar.
  • FIG. 9 is illustrating a front view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is performing is bouncing on the haptic rebounding cushion while supporting himself by means of the supporting bars.
  • FIG. 10 is illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is performing is hopping on a preferred embodiment of the haptic rebounding cushion of the present invention, additionally comprising supporting bar height adjustment means.
  • FIG. 11 is illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is performing physical maneuvers on a preferred embodiment of the haptic rebounding cushion of the present invention, while supporting himself on support bars, additionally comprising display means for viewing of virtual environments.
  • the device and method of the present invention have many technological advantages, among them:
  • the term 'adapted game' refers hereinafter to game titles that have been rewritten in order to allow for modifying the appearance of the virtual environment to meet the physical requirements of the user. These requirements may be predetermined, acquired from online monitors (e.g. heart rate, blood pressure), or a combination thereof. For example a user with health risk, may not be allowed to surpass a certain heart rate. Thus when the monitor observes that the rate is approaching the limit, it signals the processing -means to change the virtual -environment to one that corresponds to less demanding physical maneuvers.
  • monitors e.g. heart rate, blood pressure
  • Another example is a game title that has been adapted to correspond to a physical training program, such that data from the monitors, maneuver counters, duration counters, or a combination thereof instruct the processing unit to perform visual changes in the virtual environment that correspond to lighter or more strenuous physical maneuvers.
  • first processing means' refers hereinafter to any means having computerized processing power selected from a group consisting of : computers, hand held computers, gaming consoles, electronic games, mobile phone, personal digital assistants, or a combination thereof.
  • 'haptic' and 'haptic feedback' refer interchangeably hereinafter to feedback that can be broadly divided into two modalities: vibrotactile and kinesthetic.
  • Vibrotactile feedback stimulates human subcutaneous tissue. It's been employed in mobile phones, video console gamepads, and certain touch panels.
  • Kinesthetic feedback focuses on the gross movement of the human body. It's been employed in medical simulation trainers, programmable haptic knobs, video game steering wheels, and virtual reality systems, such as Immersion's CyberForce® system.
  • "Force feedback” is a term often used to describe vibrotactile and/or kinesthetic feedback.
  • Tactile feedback is just one of three important senses used in human computer interface (HCI); visual and auditory feedback are both far more common.
  • haptics has been shown to complement sight and sound, providing additive gains in objective task measures.
  • a multimodal system developed by Akamatsu, Sato, and MacKenzie (Akamatsu, Sato, and MacKenzie 1994) provided vibrotactile and auditory feedback to users during a Fitts-type drag-and-drop task. The authors report small performance improvements due to bimodal (audio and visual or tactile and visual) and trimodal (audio, tactile, and visual) over visual feedback alone.
  • Multimodal feedback is often cited as an enabling technology for users with low vision or other sensory disability.
  • Debus and others developed a sensory substitution interface for a telerobotic task that could provide kinesthetic and/or vibrotactile feedback to the operator.
  • the feedback provided was based on a force sensor on a remote robot arm that indicated to the operators how close they were to a target force level.
  • the investigators reported that, relative to visual feedback alone, kinesthetic feedback reduced errors by 65%, vibrotactile feedback reduced errors by 38%, and the two combined reduced errors by 77%.
  • Cockburn and Brewster (Cockburn and Brewster 2005) examined the issue of multimodal feedback and target acquisition in a Fitts-type study. They compared the target acquisition performance of combinations of audio, tactile, and "pseudo-haptic" feedback. Using the simple Windows interface, they slowed the cursor when it came near a target, resulting in a sticky interaction. They reported modest performance gains from audio and tactile feedback, similar to Akamatsu, Sato, and MacKenzie, and significant gains from sticky feedback. Additional gains were realized by combining the modalities, but the authors caution that engaging too many modalities in a non-complementary manner actually reduces task performance due to sensory noise.
  • MAG Multiple Action Gaming'
  • gaming titles wherein the user's virtual representation within said gaming title is required to frequently transition between a plurality of representations of actual physical actions consisting of leaping, jumping, hopping, running, skipping, ducking, navigating, grabbing, shooting or any combination thereof.
  • the term 'human sized controller' refers hereinafter to a human computer interface with dimensions that are roughly the size of a human.
  • the dimensions and structure of said control combined with input means selected from a group consisting of levers, buttons, touch sensitive elements, proximity sensitive elements, other sensors, or a combination thereof, enable control of said computer and provide feedback to the user, by means of contact or proximity of body parts selected from a group' consisting of limbs,' feet, tofso', hands, fingers, toes, or combination thereof with said controller or proximity to parts thereof.
  • 'limb based control' refers hereinafter to human computer interface that relies on contact or proximity of body parts selected from a group consisting of limbs, feet, torso, hands, fingers, toes, or combination thereof with a human sized controller or proximity to parts thereof, with means comprising said controller selected from a group consisting of levers, buttons, touch sensitive elements, proximity sensitive elements, other sensors, or a combination thereof, in order to enable control of said computer and provide feedback to the user.
  • rebounding refers hereinafter to therapeutic movement on surface that acts to return the force exerted on it, or part thereof, to the body exerting said force. Because rebounding moves all parts of the body at once we can also call it a cellular exercise..
  • the lymph is totally dependent on physical exercise to move. Without adequate movement, the cells are left stewing in their own waste products and starving for nutrients, a situation which contributes to arthritis, cancer and other degenerative diseases as well as aging. Vigorous exercise such as rebounding is reported to increase lymph flow by 15 to 30 times.
  • the lymph fluid moves through channels called "vessels" that are filled with one way valves, so the lymph always moves in the same direction.
  • the main lymph vessels run up the legs, up the arms and up the torso. This is why the vertical up and down movement of rebounding is so effective to pump the lymph.
  • Restrictive clothing prevents the flow of both blood and lymph. Wearing' a bra»to prevent sagging breasts -actually weakens the muscles and connective tissue which helps to create sagging breasts. The free movement of the breasts during walking and exercise helps to pump the lymph through the breast tissue.
  • the rebounding motion stimulates all internal organs, moves the cerebral-spinal fluid, and is beneficial for the intestines.
  • Many immune cells such as T-lymphocytes and macrophages are self-propelled through amebic action. These cells contain molecules identical to those in muscle tissue. All cells in the body become stronger in response to the increased "G force" during rebounding, and this cellular exercise results in the self- propelled immune cells being up to 5 times more active. These immune cells are responsible for eating viruses, bacteria and even cancer cells, so it is good that they be active. Jumping on a mini-trampoline directly strengthens the immune system, so it's a big deal! When the outer coating of cancer cells has been dissolved by the enzymes trypsin and chymotrypsin, the immune cells attack the cancer cells. Therefore, supplementing one's healing diet with enzymes, combined with rebound exercise are a useful way to combat cancer.
  • the term 'haptic rebounding cushion' refers hereinafter to a rebounding surface fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof; wherein said layers of material or combination thereof provide vibrotactile feedback that stimulates human subcutaneous tissue, kinesthetic feedback, mechanical tactile feedback, or a combination thereof.
  • FIG. 1 illustrating an isometric view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10, serially interconnected to a computerized processing unit (not shown), a computer gaming console (not shown) and a viewing means (not shown);- wherein the user adopts standing position 100a, while gripping handle grips 20 and in reach of interconnected triggers 22, as well as oversized buttons 14. Said gripping handles, interconnected to parallel bars 12a and 12b, supporting said oversized buttons, and interconnected -at their base to-height adjustment means 16. Said user4n said standing position, standing upon slip-resistant surface 24, interconnected to said haptic rebounding cushion 18, fitted with impact dampening springs 26 and pressure sensors (not shown).
  • the system for translating physical maneuvers into actions in a virtual computerized environment is adapted for fitness training, specialist athletic training, health oriented training, diet related training, rehabilitation, pulse and blood pressure monitored training, military training, reflex training, muscle building, endurance training, or a combination thereof.
  • the system for translating physical maneuvers into actions in a virtual computerized environment is especially adapted for- testing cognitive thought during physical activity.
  • the system for translating physical maneuvers into actions in a virtual computerized environment adapts the virtual computerized environment in accordance with a predetermined program or alternatively according to online reading of pulse and blood pressure levels.
  • a physical training program may require cycles of 5 minutes of high endurance activity, 5 minutes of walking, 5 minutes of upper body muscle activity, that are preprogrammed into the scenario or scenery of the virtual computer environment.
  • the virtual environment may be determined online by monitoring the vital signs of the user. For instance if the pulse has yet to reach an effective level for weight loss, the virtual computerized environment well be change such that the user is motivated to jump higher, or more frequently.
  • the system for translating physical maneuvers into actions in a virtual computerized environment may be shared by networking means with other users.
  • the system for translating physical maneuvers into actions in a virtual computerized environment controls movement and activity in a second life environment.
  • FIG. 2 illustrating an isometric view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10, serially interconnected to a- computerized processing -unit (not shown), a computer gaming console (not shown) and a viewing means (not shown); wherein the user engages in hopping exercise 100b, while leaning against gripping handles 20a 20b.
  • the impact of said hopping exercise dampened by impact dampening springs 26, incorporated within said haptic rebounding cushion 18.
  • FIG. 3 illustrating an isometric view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10, serially interconnected to a computerized processing unit (not shown), a computer gaming console (not shown) and a viewing means (not shown); wherein the user adopts seated position 100c and is within reach of oversized control buttons 14.
  • FIG. 4 illustrating an isometric view of a preferred embodiment of handle 20 segment of the human size gaming controller of the present invention, comprising grip elements 22a fitted with control buttons 22b, 22c 22d, and interconnected by means of control wire 12c, enclosed within support bar 12, to processing means (not shown), wherein handle 20 is attaches and detaches from said support bar by means of conventional clasping means (not shown).
  • Fig. 5 illustrating an exploded view of a preferred embodiment of haptic rebounding cushion 18 of the present invention comprising anti-slip layer 18a, first wooden plate layer 18b, sponge layer 18c, second wooden plate layer 18d, springs layer 18e, metal plate weighting down layer 18f.
  • FIG. 6 illustrating a schematic view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10 of the present invention, mounted by user 30, wherein said system comprises wireless means (not shown) for wireless cross platform communication 32, with plurality of gaming platforms 34a and 34b.
  • FIG. 7 illustrating side view photo representation of a preferred embodiment of handle segment 20 of the present invention wherein handle grip 22a is fitted at one end with clasping means 11 for clasping on to support bar 12.
  • FIG. 8 illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein user 30 is bouncing- on haptic rebounding cushion 18 while supporting himself by means of supporting bars 12, said bars extending at their lower ends into stabilization cuffs 16, and further stabilized by horizontal stabilization bar 19.
  • FIG. 9 illustrating a front view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein user 30 is performing is bouncing on haptic rebounding cushion 18 while supporting himself by means of supporting bars 12.
  • FIG. 10 illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into- actions in a virtual computerized environment of the present invention, wherein user 30 is performing is hopping on a preferred embodiment of the haptic rebounding cushion of the present invention, additionally comprising supporting-bar height adjustment means 17.
  • FIG. 11 illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein user 30 is performing physical maneuvers on a preferred embodiment of the haptic rebounding cushion of the present invention, while supporting himself on support bars 12, additionally comprising display means 40 for viewing of virtual environments.

Abstract

It is an object of the present invention to disclose a system for translating physical maneuvers into actions in a virtual computerized environment, comprising first processing means for hosting said virtual computerized actions; at least one human sized controller for controlling said virtual actions, comprising haptic rebounding cushion, having at least one sensor for sensing the physical position of the exerciser; at least two support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; second processing means in communication with said first processing means and said at least one sensor, such that said second processing means may exchange data and instructions with said at least one sensor and said first processing means; wherein said controller provides a tangible realistic sensation of said actions conducted in said virtual computerized environment.

Description

MEANS AND METHOD FOR INTERACTION BETWEEN REAL PHYSICAL MANEUVERS AND ACTIONS IN A VIRTUAL ENVIRONMENT
FIELD OF THE INVENTION
[01] The present invention relates generally to the field of means and method for interaction between real physical maneuvers and actions in a virtual environment,
BACKGROUND OF THE INVENTION
[02] Interaction between real physical maneuvers and virtual environments has been traditionally restricted to controllers such as joysticks or paddles, as disclosed in US20070051593. These controllers teduced all actions required by a gaming title to a sequence of pressing buttons and manipulating wrist controlled levers. More sophisticated, game 'genre' specific controllers, have been adapted to provide realism to the gaming experience, for example US20050197178 discloses a firearm shaped gaming device.
[03] More recently, an emerging trend in the computer gaming industry has been the convergence of computer gaming with fitness and exercise. The technology behind this trend is largely indebted . to computerized fitness apparatus, fitted with various sensors that interface with an interconnected computer processing unit, producing an audiovisual feedback in response to digitized signals received from said sensors. For the most part these devices are engineered for a specific fitness task. For example, WO1990DE00713 incoporates a trampoline base and is targeted exclusively for jumping exercises, whereas US4813665 is exclusively suited for hopping, and US2004259689 is designed exclusively for running and walking. Moreover, while these exercise devices are embedded with computerized sensors, the data obtained from these sources is used, for the most part, in order to inform the user of their current achievement and their progress.
[04] US patent 5591104 and US patent application 2007/0123390, are not motivated to inform the user by means of data obtained sensors, but rather to distract and entertain the user of conventional fitness and exercise instruments while performing tiresome exercises. To this purpose US patent 5591104 attaches conventional game controller means to exercise means, and interconnects said game palying means to a computerized gaming platform. Moreover in a prefered embodiment, US patent 5991104, teaches an electronically controlled fitness aparatus, wherein the resistance of said fitness apartus is determined by exercise protocols within a displayed game. For example hills can displayed and the resistance of the pedals of a bicycle can be approrpriately increased. Thus US patent 5991104 teaches the electronic determination of properties of a fitness apparatus in accordance with virtual on-screen events. US patent application 2007/0123390 further integrates standard exercise apparatuses with standard gaming controllers. The application teaches feedback means, such as vibration, in order to create a realistic feel. Moreover it teaches the integration of a plurality of sensors, including exercise rate, exercise force, and exercise repetition.
[05] Any single computer gaming title may require a multitude of actions to be reproduced by the player, including: jumping, hopping, running, walking, skipping, ducking, grabbing. Moreover, different titles may require other distinct activities, such as: navigating, swiveling, leaping, and shooting. Non-fitness based gaming controllers, such as US20070051593, have opted to forfit the physical realism of the game and translate the actual physical action required into a sequence of abstract actions on the controllers. This technological solution allows for a multipurpose controller for a wide range of gaming titles, at the expense of a physically realistic gaming expreience. Other non-fitness oriented controllers, such as US20050197178, have limited the versatility of the gaming controller in order to gain a more realistic feel. Fitness oriented gaming controllers and computerized exercise devices, such as WO1990DE00713, US4813665, and US2004259689 have taken an essentially similar approach. They provide a realistic exercise environment, but structurally limit themselves to a specific type of physical activity.
[06] It is therefore a long felt need to provide a means and method for interaction between real physical maneuvers and actions in a virtual environment that does not sacrifice the realstic aspect of the virtual enviornment (e.g. gaming experience), nevertheless, it is also not structurally constrained to a specific physical or fitness-oriented action. Moreover, it should allow for a seamless transition between a variety of physical positions and actions, both within a single gaming title and accross differing computer gaming 'genres'. SUMMARY OF THE INVENTION
[07] It is an object of the present invention to disclose a system for translating physical maneuvers into actions in a virtual computerized environment, comprising first processing means for hosting said virtual computerized actions; at least one human sized controller for controlling said virtual actions, comprising haptic rebounding cushion, having at least one sensor for sensing the physical position of the exerciser; at least two support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; second processing means in communication with said first processing means and said at least one sensor, such that said second processing means may exchange data and instructions with said at least one sensor and said first processing means; wherein said controller provides a tangible realistic sensation of said actions conducted in said virtual computerized environment.
[08] It is yet another object of the present invention to disclose a rebounding exercise device, comprising haptic rebounding cushion; support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; wherein the combination of said bars and said haptic rebounding cushion enable the safe execution of a variety of physical exercises.
[09] It is within the scope of the present invention that the aforementioned exercises in- the ■ aforementioned rebounding exercise device are selected from a group consisting of walking, running, hopping, jumping, swaying, leaping, skipping, ducking, navigating, grabbing, supporting one's weight by one's upper limbs, or a combination thereof.
[10] It is within the scope of the present invention that the aforementioned haptic rebounding cushion of the aforementioned rebounding exercise device is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof.
[11] It is within the scope of the present invention that the outer surface of aforementioned haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
[12] It is within the scope of the present invention that the outer surface of the aforementioned rebounding device is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
[13] It is yet another object of the present invention to disclose a haptic rebounding cushion fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof; wherein said material or combination thereof provide vibrotactile feedback that stimulates human subcutaneous tissue, kinesthetic feedback, mechanical tactile feedback, or a combination thereof.
[14] It is within the scope of the present invention the outer surface of the haptic rebounding cushion of the present invention has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, "heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
[15] It is within the scope of the present invention the outer surface of the haptic rebounding cushion of the present invention is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
[16] It is within the scope of the present invention that the haptic rebounding cushion of the system for translating physical maneuvers into actions in a virtual computerized environment, is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof.
[17] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized , environment of the present invention that ,,the combination between the aforementioned haptic rebounding cushion and said support bars enables the safe execution of realistic physical actions that promote the bypassing of cerebrally processed maneuvers and the adoption and development of instinct based maneuvers instead. [18] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned first processing means is seleoted from a 'group consisting of: computers, 'hand held computers, gaming consoles, electronic games, mobile phones, personal digital assistants, or a combination thereof.
[19] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned virtual computerized environment is selected from a group consisting of: games, video games, simulations, virtual reality, virtual worlds, or a combination thereof.
[20] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned games are generic games.
[21] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises visual display means, for displaying said computerized virtual environment.
[22] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned support bars are positioned in parallel, such that the gaze of the user is directed at the display during exercise.
[23] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises audio means for conveying an audio representation of said virtual computerized environment.
[24] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized .environment of the present invention that the aforementioned supporting bars are fitted, at their upper end, with controlling buttons.
[25] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises maneuverable handles at the upper end of said supporting bars.
[26] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned maneuverable handles are adapted to flex or tilt.
[27] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises pressure sensitive handles at the upper end of said supporting bars, such that the degree of pressure applied to said handles may be detected.
[28] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned maneuverable handles are detachable.
[29] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned maneuverable handles' are fitted with controlling buttons or levers.
[30] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned flex or tilt are restricted to between 1 and 45 degrees of movement.
[31] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises bodily activity monitoring means in communication with said second processing means, for monitoring bodily activity or vital signs selected from a group consisting of pulse, blood pressure, or a combination thereof.
[32] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned monitoring means is embedded in. said supporting bars or said handles.
[33] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned monitoring means is placed upon the user and is in wired or wireless communication with said second processing means.
[34] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
[35] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
[36] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned physical maneuvers are selected from a group consisting of physical exercises, fitness exercises, fitness programs, training programs, exertion exercises, rehabilitation exercises, or a combination thereof.
[37] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises at least one sensor embedded in said support bars.
[38] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned sensors are selected from a group consisting of: touch sensors, pressure sensors, pulse monitoring- sensor, blood pressure monitoring sensor, or a combination thereof.
[39] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned haptic rebounding cushion additionally comprises an impact dampening layer.
[40] It is within the scope the system for translating physical maneuvers into .actions in a virtual computerized environment of the present invention that the aforementioned human sized controller enhances the realistic gaming experience of 'Multiple Action Gaming' titles (e.g. Mario Brothers).
[41] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned human sized controller enhances the realistic gaming experience in games represented in a form selected from a group consisting of two dimensional, three dimensional, or a combination thereof. [42] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that at least one pressure sensitive sensor is incorporated in said haptie rebounding cushion.
[43] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned haptie rebounding cushion is adapted to dampen the blow of jumping and skipping actions by conventional inertia dampening means, said means are selected from a group consisting of padding, layering, and incorporation of springs.
[44] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned haptie rebounding cushion is constructed so as to achieve a balanced surface tension that facilitates the seamless transition between a variety of physical activities selected from a group consisting of jumping, running, skipping and walking.
[45] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned haptie rebounding cushion incorporates a conventional vibration means in order to increase the realistic feel of the gaming experience by conveying force feedback to the user's actions.
[46] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned haptie rebounding cushion is fitted with a plurality of sensors indicating the proximity of the user's limbs to said cushion, said sensors selected from a group consisting of proximity sensors, touch sensitive sensors.
[47] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned supporting bars are fitted with about 90-degree shifted 'L' shaped grip handles.
[48] . It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned said 'L' shaped grip handles are fitted with at least one button, trigger, or lever.
[49] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned support bars are height adjustable by conventional height adjustment mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, 'automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
[50] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the distance between said bars is adjustable by conventional mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
[51] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises buttons and controllers along the length of said bars, wherein said buttons and controllers may be activated by a body part selected from a group consisting of upper limbs lower, limbs, wrists, hands, fingers, feet, toes, or a combination thereof.
[52] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned haptic rebounding cushion is divided into virtual or actual sections.
[53] " It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned haptic rebounding cushion, or parts thereof, is comprised of materials selected from a group consisting of springs, rubber, inflatables, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro- active polymers, shap-memory or a combination thereof.
[54] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises manipulating means embedded in said haptic rebounding cushion, such that force feedback may be delivered to the user.
[55] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned manipulating means is selected from a group consisting of motors, air pumps, hydraulic means, electro-active polymers, shape memory material, or a combination thereof.
[56] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises items wearable by the user, said items further comprising means that are trackable by said at least one sensor.
[57] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned trackable means is selected from a group consisting of RFID, smartcard, magnet, radiation emitting means, radiation absorbing means, radiation reflecting means, or a combination thereof.
[58] It is within the scope the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention that the aforementioned wearable means is selected from a group consisting of gloves, headbands, armbands, legbands, cuffs, bangles, shoes, socks, clothing articles, or a combination thereof.
[59] It is within the scope the present invention that the system for translating physical maneuvers into actions in a virtual computerized environment additionally comprises at least one line of sight sensor for sensing the position or maneuvers of the user, said sensor selected group consisting of a camera, infrared, laser, or a combination thereof.
[60] It is yet another object of the present invention to disclose a human size gaming' controller adapted for limb based control of actions within a virtual game, comprising haptic rebounding cushion, having at least one sensor for sensing the physical position of the player; at least two support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; processing means in communication with a virtual game processing means, such that said processing means may exchange data and instructions; wherein the combination between said haptic rebounding cushion and said support bars enables the safe execution of realistic physical actions that promote the bypassing of cerebrally processed maneuvers and the adoption and development of instinct based maneuvers instead.
[61] It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises visual display means, for displaying said computerized virtual environment. It is within the scope of the human size gaming controller of the present invention that the aforementioned support bars are positioned in parallel, such that the gaze of the user is directed at the display during -exercise' is enabled.
It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises audio means.
It is within the scope of the human size gaming controller of the present invention that the aforementioned supporting bars are fitted, at their upper end, with controlling buttons.
It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises maneuverable handles at the upper end of said supporting bars.
It is within the scope of the human size gaming controller of the present invention that the aforementioned maneuverable handles are adapted to flex or tilt.
It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises pressure sensitive handles at the upper end of said supporting bars, such that the degree of pressure applied to said handles may be detected.
[68] It is within the scope of the human size gaming controller of the present invention that the aforementioned flex or tilt are restricted to between 1 and 45 degrees of movement.
[69] It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises bodily activity monitoring means in communication with said second processing means, for monitoring bodily activity selected from a group consisting of pulse, blood pressure, or a combination thereof.
[70] It is within the scope of the human size gaming controller of the present invention that the aforementioned monitoring means is embedded in said supporting bars or said handles.
[71] It is within the human size gaming controller of the present invention that the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
[72] It is within the scope of the human size gaming controller of the present invention that the aforementioned physical maneuvers are selected from a group consisting of physical exercises, fitness exercises, fitness programs, training programs, exertion exercises, rehabilitation exercises, or a combination thereof.
[73] It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises at least one sensor embedded in said support bars.
[74] It is within the human size gaming controller of the present invention that the aforementioned sensors are selected from a group consisting of: touch sensors, pressure sensors, pulse monitoring sensor, blood pressure monitoring sensor, or a combination thereof.
[75] It is within the scope of the human size gaming controller of the present invention that the aforementioned haptic rebounding cushion additionally comprises an impact dampening layer.
[76] It is within the human size gaming controller of the present invention that at least one pressure sensitive sensor is incorporated in said haptic rebounding cushion.
[77] It is within the scope of the human size gaming controller of the present invention that the aforementioned haptic rebounding cushion is adapted to dampen the blow of jumping and skipping actions by conventional inertia dampening means, said means are selected from a group consisting of padding, layering, and incorporation of springs.
[78] It is within the scope of the human size gaming controller of the present invention that the aforementioned haptic rebounding cushion is constructed so as to achieve a balanced surface tension that facilitates the seamless transition between a variety of physical activities selected from a group consisting of jumping, running, skipping and walking
[79] It is within the scope of the human size gaming controller of the present invention that the aforementioned haptic rebounding cushion incorporates a conventional vibration means in order to increase the realistic feel of the gaming experience by conveying force feedback to the user's actions.
[80] It is within the scope of the human size gaming controller of the present invention that the aforementioned haptic rebounding cushion is fitted with a plurality of sensors indicating the proximity of the user's limbs, said sensors selected from a group consisting of proximity sensors, touch sensitive sensors. [81] It is within the scope of the human size gaming controller of the present invention that the aforementioned supporting bars are fitted with about 90-degree shifted 'L' shaped grip handles.
[82] It is within the human size gaming controller of the present invention that the aforementioned 'L' shaped grip handles are fitted with at least one button, trigger, or lever.
[83] It is within the scope of the human size gaming controller of the present invention that the aforementioned support bars are height adjustable by conventional height adjustment mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
[84] It is within the scope of the human size gaming controller of the present invention that the distance between said bars is adjustable by conventional mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
[85] It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises buttons and controllers along the length of said bars, wherein said buttons and controllers may be activated by a body part selected from a group consisting of upper limbs lower, limbs, wrists, hands, fingers, feet, toes, or a combination thereof.
[86] It is within the scope of the present invention that the human size gaming controller of the present invention additionally comprises vibrating means embedded in said haptic rebounding cushion, such that force feedback may be delivered to the user.
[87] It is within the scope of the human size gaming controller of the present invention that the aforementioned haptic rebounding cushion is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic .plates, electro-active polymers, shape-memory or a combination thereof.
[88] . It is within the scope of the human size gaming controller of the present invention that the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
[89] It is within the scope of the human size gaming controller of the present invention that the aforementioned outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
[90] It is yet another object of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, comprising the steps of obtaining a system for translating physical maneuvers into actions in a virtual computerized environment, comprising first processing means for hosting and projecting said virtual computerized actions;
[91] at least one human sized controller for controlling said virtual actions, comprising haptic rebounding cushion, having at least one sensor for sensing the physical position of the exerciser;
[92] at least two support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; second processing means in communication with said first processing means, such that said processing means may exchange data and instructions; loading a said virtual environment onto said first processing means; viewing a visual depection of said virtual environment; performing physical maneuvers on said controller, corresponding to virtual physical demands from said virtual environment projected by said first processing means; sensing the position of the user .or the performance of said ■ physical maneuvers; translating said sensed position or perfomed physical maneuver by means of said second processing means into instructions to said first processing means that represent virtual computerized actions; and, repeating said viewing performing, sensing and translating steps; wherein said controller enables the safe execution of realistic physical maneuvers that promote the bypassing of cerebrally processed maneuvers and the adoption and development of instinct based maneuvers instead.
[93] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said virtual environment is a computerized game.
[94] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, comprising an additional step of rewriting said game such that said virtual maneuver demands are adatpted according to characteristics selected from a group consisting of: fitness input, online vital signs input, rehabilitaion program, physiotherapy, hand eye cordination, predetermined fitness program, predetermined fitness t-arget, military-training, or a combination thereof.
[95] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, additionally comprising a step of measuring vital signs selected from a group consiting of pulse, blood pressure, or a combination thereof.
[96] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said physical maneuvers comprising said physical training are specially adapted to achieve a goal selected from a group consiting of fitness, diet oriented, muscle build up, physiotherapy, rehabilation, endurance, cardiovascular, flexibility, martial arts exercises, or a combination thereof.
[97] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, additionally comrising a step of adjusting the height of the bars in accordance with height of the user.
[98] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said virtual computerized actions are selected from a group consiting of walking, running, hopping, jumping, swaying, leaping, skipping, ducking, navigating, grabbing, shooting, levitating, or a combination thereof.
[99] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, addtionally comprising a step converting said physical maneuvers performed or registered on at least one sensor, buttons, or controllers to digital signals, and processing said signals by said first processing means into equivalent representations in said computer gaming title.
[100] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said performed physical maneuvers comprise aerobic exercise by the movement of lower limbs power exercising of the upper limbs, or a combination thereof. [101] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said aerobic exercises are selected from a -group consisting of walking,- running, hopping, jumping-, swaying, leaping,' skipping, ducking, or a combination thereof.
[102] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said power exercises are selected from a group consisting of supporting one's weight, push-ups, swaying, or a combination thereof.
[103] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, additionally comprising a step of manipulating said haptic rebounding cushion, such that force feedback is delivered to the user.
[104] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said step of manipulating comprises actions selected from a group consisting of vibrating, inflating, deflating, raising, lowering, tilting, swiveling, inducing electro-active polymers, inducing shape-memory materials, or a combination thereof.
[105] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment, wherein said manipulating corresponds to activity or changes in said virtual environment.
[106] It is within the scope of the present invnetion to disclose a method for translating physical maneuvers into actions in a virtual computerized environment,, additionally comprising a step of assessing the maneuvers performed by the user, said assessing step comprising sensing contact or lack thereof between the user and said haptic rebounding cushion relating to activity selected from a group consisting of frequency of lack of contact, number of lack of contact episodes, average length of lack of contact, frequency of contact of each sole of the user with the surface of said cushion, location of contact, pressure applied on contact with said surface, or a combination thereof.
[107] It is yet another object of the present invention to disclose a method for emulating a conventional stepping machine, comprising obtaining a rebounding exercise device, comprising haptic rebounding cushion; support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; performing a stepping exercise upon 'said haptic rebounding" cushion; wherein said haptic rebounding- cushion emulates the sensation and activity of performing stepping exercises upon a conventional stepping machine.
BRIEF DESCRIPTION OF THE DRAWINGS
[108] In order to better understand the invention and its implementation in practice, a plurality of embodiments will now be described, by way of non-limiting example only, with reference to the accompanying drawings, in which
[109] Fig. 1 is illustrating an isometric view of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, in which the user adopts a standing position, while holding on to gripping handles and in reach of incorporated computer gaming control interface buttons and triggers;
[110] Fig. 2 is illustrating an isometric view of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, in which the user engages in a hopping exercise, upon an impact dampening surface, while gripping handles supported by a height adjustable parallel bar structure; and
[111] Fig. 3 is illustrating an isometric view of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, in which the user adopts a seated position, while in reach of computer gaming control interface buttons and triggers.
[112] Fig. 4 is illustrating an isometric view of a preferred embodiment of handle segment of the human size gaming controller of the present invention, comprising a grip element fitted with control buttons, and interconnected by means of control wire, enclosed within support bar, to processing means (not shown), wherein said handle is adapted to attach and detach from said support bar by means of conventional clasping means (not shown).
[113] Fig. 5 is illustrating an exploded view of a preferred embodiment of haptic rebounding cushion such that Vibrotactile feedback, Kinesthetic feedback, or a combination thereof is achieved.
[114] Fig. 6 is illustrating a schematic view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment wherein said system comprises wireless means for wireless cross platform communication with plurality of gaming platforms.
[115] Fig. 7 is illustrating a side view photo representation of a preferred embodiment of handle segment of the present invention wherein handle grip is fitted at one end with clasping means for clasping on to the support bar.
[116] Fig. 8 is illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is bouncing on haptic rebounding cushion while supporting himself by means of supporting bars, said bars extending at their lower ends into stabilization cuffs 16, and further stabilized by horizontal stabilization bar.
[117] Fig. 9 is illustrating a front view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is performing is bouncing on the haptic rebounding cushion while supporting himself by means of the supporting bars.
[118] Fig. 10 is illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is performing is hopping on a preferred embodiment of the haptic rebounding cushion of the present invention, additionally comprising supporting bar height adjustment means.
[119] Fig. 11 is illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein the user is performing physical maneuvers on a preferred embodiment of the haptic rebounding cushion of the present invention, while supporting himself on support bars, additionally comprising display means for viewing of virtual environments.
18 DETAILED DESCRIPTION OF THE INVENTION
The following description is provided, alongside all chapters of the present invention, so as to enable any person skilled in the art to make use of said invention and sets forth the best modes contemplated by the inventor of carrying out this invention. Various modifications, however, will remain apparent to those skilled in the art, since the generic principles of the present invention have been defined specifically to providea gaming controller device that, useful for relaying life-like physical actions to a gaming console, thereby increasing the realistic feel of the gaming experience and adding an exercise element to a relatively physically passive pass-time. Furthermore, the invention is especially adapted to provide an interface for the seamless transition between physical actions typically required in a wide range of computer gaming titles, including: jumping, hopping, running, skipping, ducking, navigating, grabbing, and shooting.
The device and method of the present invention have many technological advantages, among them:
Enhancing the physical realistic aspect of the computer gaming experience;
Improving the interface between actual size physical actions and their computerized representation;
[124] Enhancing the convergence of exercise devices and gaming consoles; and,
[125] Diversifying the actual physical exercises and the fitness aspect of combined computer gaming and exercise devices.
[126] Seamless transition between actual physical positions and activities.
[127] Additional features and advantages of the invention will become apparent from the following drawings and description.
[128] The term 'generic game' refers hereinafter to game titles that have not been especially adapted or otherwise edited in order to fit the present invention, but rather the exact same version that was released for a computerized platform.
[129] The term 'adapted game' refers hereinafter to game titles that have been rewritten in order to allow for modifying the appearance of the virtual environment to meet the physical requirements of the user. These requirements may be predetermined, acquired from online monitors (e.g. heart rate, blood pressure), or a combination thereof. For example a user with health risk, may not be allowed to surpass a certain heart rate. Thus when the monitor observes that the rate is approaching the limit, it signals the processing -means to change the virtual -environment to one that corresponds to less demanding physical maneuvers. Another example is a game title that has been adapted to correspond to a physical training program, such that data from the monitors, maneuver counters, duration counters, or a combination thereof instruct the processing unit to perform visual changes in the virtual environment that correspond to lighter or more strenuous physical maneuvers.
The term 'first processing means' refers hereinafter to any means having computerized processing power selected from a group consisting of : computers, hand held computers, gaming consoles, electronic games, mobile phone, personal digital assistants, or a combination thereof.
The terms 'haptic' and 'haptic feedback' refer interchangeably hereinafter to feedback that can be broadly divided into two modalities: vibrotactile and kinesthetic. Vibrotactile feedback stimulates human subcutaneous tissue. It's been employed in mobile phones, video console gamepads, and certain touch panels. Kinesthetic feedback focuses on the gross movement of the human body. It's been employed in medical simulation trainers, programmable haptic knobs, video game steering wheels, and virtual reality systems, such as Immersion's CyberForce® system. "Force feedback" is a term often used to describe vibrotactile and/or kinesthetic feedback.
Tactile feedback is just one of three important senses used in human computer interface (HCI); visual and auditory feedback are both far more common. In the context of multimodal feedback (using more than one sense), haptics has been shown to complement sight and sound, providing additive gains in objective task measures. A multimodal system developed by Akamatsu, Sato, and MacKenzie (Akamatsu, Sato, and MacKenzie 1994) provided vibrotactile and auditory feedback to users during a Fitts-type drag-and-drop task. The authors report small performance improvements due to bimodal (audio and visual or tactile and visual) and trimodal (audio, tactile, and visual) over visual feedback alone. Multimodal feedback is often cited as an enabling technology for users with low vision or other sensory disability. A detailed study conducted at the Bascom Palmer Eye Institute in conjunction with the Georgia Institute of Technology (Jacko et al 2003) compared the Fitts type performance improvement of multimodal feedback for normal users to users with macular degeneration. The study found that, in all cases, unimodal auditory or tactile feedback and multimodal auditory and tactile feedback increased task performance for subjects with 20/20 vision (the control group). Other groups with vision ranging from 20/20 to better than 20/100 received significant benefit from any non-visual feedback (auditory or tactile) but also registered significant gains for bimodal and trimodal feedback. Another feedback strategy is to substitute one sensory channel for another. For example, a tactile cue could provide users with information 'about a remote sensor or event. Debus and others (Debus et al 2001) developed a sensory substitution interface for a telerobotic task that could provide kinesthetic and/or vibrotactile feedback to the operator. The feedback provided was based on a force sensor on a remote robot arm that indicated to the operators how close they were to a target force level. The investigators reported that, relative to visual feedback alone, kinesthetic feedback reduced errors by 65%, vibrotactile feedback reduced errors by 38%, and the two combined reduced errors by 77%. These findings show that, although kinesthetic feedback can produce significant performance improvements, lower cost vibrotactile feedback also has value in increasing user task performance. Cockburn and Brewster (Cockburn and Brewster 2005) examined the issue of multimodal feedback and target acquisition in a Fitts-type study. They compared the target acquisition performance of combinations of audio, tactile, and "pseudo-haptic" feedback. Using the simple Windows interface, they slowed the cursor when it came near a target, resulting in a sticky interaction. They reported modest performance gains from audio and tactile feedback, similar to Akamatsu, Sato, and MacKenzie, and significant gains from sticky feedback. Additional gains were realized by combining the modalities, but the authors caution that engaging too many modalities in a non-complementary manner actually reduces task performance due to sensory noise. Several authors in the early and mid 1980s compared error rates and typing performance between mechanical keyboards and membrane keypads. Membrane keypads have no kinesthetic travel, but do provide tactile feedback the form of raised key edges. Roe and colleagues (Roe, Muto, and Blake 1984) and Loeb (Loeb 1983) found that skilled touch- typists recovered their throughput (error rate and typing speed) on a membrane keyp'ad after some learning. However for nonskilled typists, there was no learning effect and these typists remained consistently less efficient on the membrane keypad than on the mechanical one. An extensive study of the value of auditory feedback on typing throughput for flat touchscreens was carried out by Bender (Bender 1999). Conducting detailed user studies, he examined the effects of auditory feedback duration and key size. Findings included that auditory feedback alone could not recover performance losses associated with movement time (time to move between keys) and contact time (time spent in contact with each key). However, auditory feedback did reduce error rates, especially for small key sizes. Bender concluded that for touchscreens that do not provide tactile feedback, it is important to provide some type of auditory feedback and to make keys as large as possible. A more relevant issue for tactile feedback on modern touch surfaces is the difference in input performance between a mechanical keyboard and a touchscreen for high throughput tasks. This question was studied by Barrett and Krueger (Barrett and Krueger 1994), who compared the typing performance of both skilled and unskilled operators on both a mechanical and a touchscreen keyboard. Their study took care to identify learning effects associated with the touchscreen by having the same subjects repeat a basic typing task five days in a row. The authors analyzed the inter-key duration, as well as the number of corrected and uncorrected errors, to arrive at an error adjusted through put measure for both keyboards for each day of the study. It was determined that non-expert users learned to operate the touchscreen over the course of the study, but by the fifth day, still had a 10-15% throughput advantage when using the mechanical keyboard vs. the touchscreen. For expert users, there was no observed learning effect, and in fact these operators maintained a mechanical keyboard throughput advantage of approximately 50% during the study. This result and the results from Loeb and from Roe, Muto, and Blake indicate that tactile feedback is an essential feature of high performance keyboard input.
[132] The term 'Multiple Action Gaming' (MAG) refers hereinafter to gaming titles wherein the user's virtual representation within said gaming title is required to frequently transition between a plurality of representations of actual physical actions consisting of leaping, jumping, hopping, running, skipping, ducking, navigating, grabbing, shooting or any combination thereof.
[133] The term 'human sized controller' refers hereinafter to a human computer interface with dimensions that are roughly the size of a human. The dimensions and structure of said control combined with input means selected from a group consisting of levers, buttons, touch sensitive elements, proximity sensitive elements, other sensors, or a combination thereof, enable control of said computer and provide feedback to the user, by means of contact or proximity of body parts selected from a group' consisting of limbs,' feet, tofso', hands, fingers, toes, or combination thereof with said controller or proximity to parts thereof.
The term 'limb based control' refers hereinafter to human computer interface that relies on contact or proximity of body parts selected from a group consisting of limbs, feet, torso, hands, fingers, toes, or combination thereof with a human sized controller or proximity to parts thereof, with means comprising said controller selected from a group consisting of levers, buttons, touch sensitive elements, proximity sensitive elements, other sensors, or a combination thereof, in order to enable control of said computer and provide feedback to the user.
The term 'rebounding' refers hereinafter to therapeutic movement on surface that acts to return the force exerted on it, or part thereof, to the body exerting said force. Because rebounding moves all parts of the body at once we can also call it a cellular exercise..
When we think about the bodily functions, we know that the heart is the pump for the blood, but the lymphatic system (white blood system) does not have a pump. It is only moved by physical activities. And rebounding is the perfect activity, because it gets everything moving at once. As a cellular exercise rebounding not only gets the juices flowing, but it also helps to remove toxins and then deliver and absorb nutrients at the cellular level where it can be converted into energy. As an exercise it is superior to any other because it not only uses gravity but also two other forces, acceleration and deceleration. At the top of the bounce you experience weightlessness, and at the bottom your weight doubles pulling you into the center of the rebounding surface. The lymph system bathes every cell, carrying nutrients to the cell and waste products away. Contrary to blood which is pumped by the heart, the lymph is totally dependent on physical exercise to move. Without adequate movement, the cells are left stewing in their own waste products and starving for nutrients, a situation which contributes to arthritis, cancer and other degenerative diseases as well as aging. Vigorous exercise such as rebounding is reported to increase lymph flow by 15 to 30 times. The lymph fluid moves through channels called "vessels" that are filled with one way valves, so the lymph always moves in the same direction. The main lymph vessels run up the legs, up the arms and up the torso. This is why the vertical up and down movement of rebounding is so effective to pump the lymph. Restrictive clothing prevents the flow of both blood and lymph. Wearing' a bra»to prevent sagging breasts -actually weakens the muscles and connective tissue which helps to create sagging breasts. The free movement of the breasts during walking and exercise helps to pump the lymph through the breast tissue.
[137] The rebounding motion stimulates all internal organs, moves the cerebral-spinal fluid, and is beneficial for the intestines. Many immune cells such as T-lymphocytes and macrophages are self-propelled through amebic action. These cells contain molecules identical to those in muscle tissue. All cells in the body become stronger in response to the increased "G force" during rebounding, and this cellular exercise results in the self- propelled immune cells being up to 5 times more active. These immune cells are responsible for eating viruses, bacteria and even cancer cells, so it is good that they be active. Jumping on a mini-trampoline directly strengthens the immune system, so it's a big deal! When the outer coating of cancer cells has been dissolved by the enzymes trypsin and chymotrypsin, the immune cells attack the cancer cells. Therefore, supplementing one's healing diet with enzymes, combined with rebound exercise are a useful way to combat cancer.
The term 'haptic rebounding cushion' refers hereinafter to a rebounding surface fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof; wherein said layers of material or combination thereof provide vibrotactile feedback that stimulates human subcutaneous tissue, kinesthetic feedback, mechanical tactile feedback, or a combination thereof.
[138] Reference is now made to Fig. 1, illustrating an isometric view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10, serially interconnected to a computerized processing unit (not shown), a computer gaming console (not shown) and a viewing means (not shown);- wherein the user adopts standing position 100a, while gripping handle grips 20 and in reach of interconnected triggers 22, as well as oversized buttons 14. Said gripping handles, interconnected to parallel bars 12a and 12b, supporting said oversized buttons, and interconnected -at their base to-height adjustment means 16. Said user4n said standing position, standing upon slip-resistant surface 24, interconnected to said haptic rebounding cushion 18, fitted with impact dampening springs 26 and pressure sensors (not shown).
139] In a preferred embodiment of the present invention the system for translating physical maneuvers into actions in a virtual computerized environment, is adapted for fitness training, specialist athletic training, health oriented training, diet related training, rehabilitation, pulse and blood pressure monitored training, military training, reflex training, muscle building, endurance training, or a combination thereof.
[140] In a preferred embodiment of the present invention the system for translating physical maneuvers into actions in a virtual computerized environment, is especially adapted for- testing cognitive thought during physical activity.
[141] In a preferred embodiment of the present invention the system for translating physical maneuvers into actions in a virtual computerized environment, adapts the virtual computerized environment in accordance with a predetermined program or alternatively according to online reading of pulse and blood pressure levels. For example a physical training program may require cycles of 5 minutes of high endurance activity, 5 minutes of walking, 5 minutes of upper body muscle activity, that are preprogrammed into the scenario or scenery of the virtual computer environment. Alternatively, the virtual environment may be determined online by monitoring the vital signs of the user. For instance if the pulse has yet to reach an effective level for weight loss, the virtual computerized environment well be change such that the user is motivated to jump higher, or more frequently.
[142] In a preferred embodiment of the present invention the system for translating physical maneuvers into actions in a virtual computerized environment, the virtual environment may be shared by networking means with other users.
[143] In a preferred embodiment of the present invention the system for translating physical maneuvers into actions in a virtual computerized environment, controls movement and activity in a second life environment. [144] Reference is made to Fig. 2, illustrating an isometric view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10, serially interconnected to a- computerized processing -unit (not shown), a computer gaming console (not shown) and a viewing means (not shown); wherein the user engages in hopping exercise 100b, while leaning against gripping handles 20a 20b. The impact of said hopping exercise dampened by impact dampening springs 26, incorporated within said haptic rebounding cushion 18.
[145] Reference is made to Fig. 3, illustrating an isometric view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10, serially interconnected to a computerized processing unit (not shown), a computer gaming console (not shown) and a viewing means (not shown); wherein the user adopts seated position 100c and is within reach of oversized control buttons 14.
[146] Reference is made to Fig. 4, illustrating an isometric view of a preferred embodiment of handle 20 segment of the human size gaming controller of the present invention, comprising grip elements 22a fitted with control buttons 22b, 22c 22d, and interconnected by means of control wire 12c, enclosed within support bar 12, to processing means (not shown), wherein handle 20 is attaches and detaches from said support bar by means of conventional clasping means (not shown).
[147] Reference is made to Fig. 5, illustrating an exploded view of a preferred embodiment of haptic rebounding cushion 18 of the present invention comprising anti-slip layer 18a, first wooden plate layer 18b, sponge layer 18c, second wooden plate layer 18d, springs layer 18e, metal plate weighting down layer 18f.
[148] Reference is made to Fig. 6, illustrating a schematic view of a preferred embodiment of system for translating physical maneuvers into actions in a virtual computerized environment 10 of the present invention, mounted by user 30, wherein said system comprises wireless means (not shown) for wireless cross platform communication 32, with plurality of gaming platforms 34a and 34b.
149] Reference is made to Fig. 7, illustrating side view photo representation of a preferred embodiment of handle segment 20 of the present invention wherein handle grip 22a is fitted at one end with clasping means 11 for clasping on to support bar 12. [50] Reference is made to Fig. 8, illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein user 30 is bouncing- on haptic rebounding cushion 18 while supporting himself by means of supporting bars 12, said bars extending at their lower ends into stabilization cuffs 16, and further stabilized by horizontal stabilization bar 19.
151] Reference is made to Fig. 9, illustrating a front view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein user 30 is performing is bouncing on haptic rebounding cushion 18 while supporting himself by means of supporting bars 12.
152] Reference is made to Fig. 10, illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into- actions in a virtual computerized environment of the present invention, wherein user 30 is performing is hopping on a preferred embodiment of the haptic rebounding cushion of the present invention, additionally comprising supporting-bar height adjustment means 17.
[153] Reference is made to Fig. 11, illustrating a side view photo representation of a preferred embodiment of the system for translating physical maneuvers into actions in a virtual computerized environment of the present invention, wherein user 30 is performing physical maneuvers on a preferred embodiment of the haptic rebounding cushion of the present invention, while supporting himself on support bars 12, additionally comprising display means 40 for viewing of virtual environments.

Claims

CLAIMS:
1. A system for translating physical maneuvers into actions in a virtual computerized environment, comprising a. first processing means for hosting said virtual computerized actions; b. at least-one human sized controller for controlling said virtual actions, comprising i. haptic rebounding cushion, having at least one sensor for sensing the physical position of the exerciser; ii. at least two support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; iii. second processing means in communication with said first processing means and said at least one sensor, such that said second processing means may exchange data and instructions with said at least one sensor and said first processing means; wherein said controller provides a tangible realistic sensation of said actions conducted in said virtual computerized environment.
2. A rebounding exercise device, comprising a. haptic rebounding cushion; b. support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; wherein the combination of said bars and said haptic rebounding cushion enable the safe execution of a variety of physical exercises.
3. The rebounding exercise device according to claim 2, wherein said exercises are selected from a group consisting of walking, running, hopping, jumping, swaying, leaping, skipping, ducking, navigating, grabbing, supporting one's weight by one's upper limbs, or a combination thereof.
4. The rebounding exercise device according to claim 2, wherein said haptic rebounding cushion is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof.
5. The rebounding exercise device according to claim 2, wherein the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
6. The rebounding exercise device according to claim 5, wherein said outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
7. A haptic rebounding cushion fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof; wherein said material or combination thereof provide vibrotactile feedback that stimulates human subcutaneous tissue, kinesthetic feedback, mechanical tactile feedback, or a combination thereof.
8. The haptic rebounding cushion according to claim 2, wherein the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
9. The haptic rebounding cushion according to claim 8, wherein said outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
10. The system according to claim 1, wherein said haptic rebounding cushion is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof.
11. The system according to claim 1, wherein the combination between said haptic rebounding cushion and said support bars enables the safe execution of realistic physical actions that promote the bypassing of cerebrally processed maneuvers and the adoption and development of instinct based maneuvers instead.
12. The system according to claim I5* wherein said first processing means -is selected from a group consisting of: computers, hand held computers, gaming consoles, electronic games, mobile phones, personal digital assistants, or a combination thereof.
13. The system according to claim I5 wherein said virtual computerized environment is selected from a group consisting of: games, video games, simulations, virtual reality, virtual worlds, or a combination thereof.
14. The system according to claim 13, wherein said games are generic games.
15. The system according to claim I5 additionally comprising visual display means, for displaying said computerized virtual environment.
16. The system according to claim 15, wherein said support bars are positioned in parallel, such that the gaze of the user is directed at the display during exercise.
17. The system according to claim I5 additionally comprising audio means for conveying an audio representation of said virtual computerized environment.
18. The system according to claim I5 wherein said supporting bars are fitted, at their upper end, with controlling buttons.
19. The system according to claim I5 additionally comprising maneuverable handles . at the upper end of said supporting bars.
20. The system according to claim 19, wherein said maneuverable handles are adapted to flex or tilt.
21. The system according to claim 1, additionally comprising pressure sensitive handles at the upper end of said supporting bars, such that the degree of pressure applied to said handles may be detected.
22. The system according to claim 19, wherein said maneuverable handles are detachable.
23. The system according to claim 19, wherein said maneuverable handles are fitted with controlling buttons or levers.
24. The system according to claim 20, wherein said flex or tilt are restricted to between 1 and 45 degrees of movement.
25. The system according to claim 1, additionally comprising bodily activity monitoring means in communication with said second processing means, for monitoring bodily activity or vital signs selected from a 'group consisting of pulse, blood pressure, >or a combination thereof.
26. The system according to claim 25, wherein said monitoring means is embedded in said supporting bars or said handles.
27. The system according to claim 25, wherein said monitoring means is placed upon the user and is in wired or wireless communication with said second processing means.
28. The system according to claim 1, wherein the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
29. The system according to claim 28, wherein said outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
30. The system according to claim 1, wherein said physical maneuvers are selected from a group consisting of physical exercises, fitness exercises, fitness programs, training programs, exertion exercises, rehabilitation exercises, or a combination. thereof,
31. The system according to claim 1, additionally comprising at least one sensor embedded in said support bars.
32. The system according to claim 31, wherein said sensors are selected from a group consisting of: touch sensors, pressure sensors, pulse monitoring sensor, blood pressure monitoring sensor, or a combination thereof.
33. The system according to claim 1, wherein said haptic rebounding cushion additionally comprises an impact dampening layer.
34. The system according to claim I5 wherein said human sized controller enhances the realistic gaming experience of 'Multiple Action Gaming' titles (e.g. Mario Brothers).
35. The system according to claim 1, wherein said human sized controller enhances the realistic gaming experience in games represented in a form selected from a group consisting of two dimensional, three dimensional, or a combination thereof.
36. The system according to claim 1, wherein at least one pressure sensitive sensor is incorporated in said haptic rebounding cushion.
37. The system according to claim 1, wherein said haptic rebounding cushion is adapted to dampen the blow of jumping and skipping actions by conventional inertia dampening means, said means are selected from a group consisting of padding, layering, and incorporation of springs.
38. The system according to claim 1, wherein said haptic rebounding cushion is constructed so as to achieve a balanced surface tension that facilitates the seamless transition between a variety of physical activities selected from a group consisting of jumping, running, skipping and walking.
39. The system according to claim 1, wherein said haptic rebounding cushion incorporates a conventional vibration means in order to increase the realistic feel of the gaming experience by conveying force feedback to the user's actions.
40. The system according to claim 1, wherein said haptic rebounding cushion is fitted with a plurality of sensors indicating the proximity of the user's limbs to said cushion, said
. sensors selected from a group consisting of proximity sensors, touch sensitive sensors.
41. The system according to claim 1, wherein said supporting bars are fitted with about 90- degree shifted 'L' shaped grip handles.
42. The system according to claim 41, wherein said 'L' shaped grip handles are fitted with at least one button, trigger, or lever.
43. The system according to claim 1, wherein said support bars are height adjustable by conventional height adjustment mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms., or a combination thereof.
44. The system according to claim 1, wherein the distance between said bars is adjustable by conventional mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
45. The system according to claim 1, additionally comprising buttons and controllers along the length of said bars, wherein said buttons and controllers may be activated by a body part selected from a group- consisting of upper limbs lower, limbs, wrists, hands, fingers, feet, toes, or a combination thereof.
46. The system according to claim I5 wherein said haptic rebounding cushion is divided into virtual or actual sections.
47. The system according to claim 1, wherein said haptic rebounding cushion, or parts thereof, are comprised of materials selected from a group consisting of springs, rubber, inflatables, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shap-memory or a combination thereof.
48. The system according to claim 1, additionally comprising manipulating means embedded in said haptic rebounding cushion, such that force feedback may be delivered to the user.
49. The system according to claim 48, wherein said manipulating means is selected from a group consisting of motors, air pumps, hydraulic means, electro-active polymers, shape memory material, or a combination thereof.
50. The system according to claim 1, additionally comprising items wearable by the user, said items further comprising means that are trackable by said at least one sensor.
51. The system according to claim 50, wherein said trackable means is selected from a group consiting of RFID, smartcard, magnet, radiation emitting means, radiation absorbing means, radiation reflecting means, or a combination thereof.
52. The system according to claim 50, wherein said wearable means is selected from a group consiting of gloves, headbands, armbands, legbands, cuffs, bangles, shoes, socks, clothing articles, or a combination thereof.
53. The system according to claim 1, additionally comprising at least one line of sight sensor for sensing the position or maneuvers of the user, said sensor selected group consisting of a camera, infrared, laser, or a combination thereof.
54. A human size gaming controller adapted for limb based control of actions within a virtual game, comprising a. haptic rebounding cushion, having at least one sensor for sensing the physical position of the player; b. at least two support bars extending upwards from the surface of 'Said cushion, such that they may support the full weight of an adult while suspended in the air; c. processing means in communication with a virtual game processing means, such that said processing means may exchange data and instructions; wherein the combination between said haptic rebounding cushion and said support bars enables the safe execution of realistic physical actions that promote the bypassing of cerebrally processed maneuvers and the adoption and development of instinct based maneuvers instead.
55. The human size gaming controller according to claim 54, additionally comprising visual display means, for displaying said computerized virtual environment.
56. The human size gaming controller according to claim 55, wherein said support bars are positioned in parallel, such that the gaze of the user is directed at the display during exercise is enabled.
57. The human size gaming controller according to claim 54, additionally comprising audio means.
58. The human size gaming controller according to claim 54, wherein said supporting bars are fitted, at their upper end, with controlling buttons.
59. The human size gaming controller according to claim 54, additionally comprising maneuverable handles at the upper end of said supporting bars.
60. The human size gaming controller according to claim 59, wherein said maneuverable handles are adapted to flex or tilt.
61. The system according to claim 54, additionally comprising pressure sensitive handles at the upper end of said supporting bars, such that the degree of pressure applied to said handles may be detected.
62. The human size gaming controller according to claim 20, wherein said flex or tilt are restricted to between 1 and 45 degrees of movement.
63. The human size gaming controller according to claim 54, additionally comprising bodily activity monitoring means in communication with said second processing means, for monitoring bodily activity selected from a group consisting of pulse, blood pressure, or a combination thereof.
64. The human size gaming controller according to claim 25, wherein said monitoring means is embedded in said supporting bars or said handles.
65. The human size gaming controller according to claim 54, wherein the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
66. The human size gaming controller according to claim 54, wherein said physical maneuvers are selected from a group consisting of physical exercises, fitness exercises, fitness programs, training programs, exertion exercises, rehabilitation exercises, or a combination thereof.
67. The human size gaming controller according to claim 54, additionally comprising at least one sensor embedded in said support bars.
68. The human size gaming controller according to claim 67, wherein said sensors are selected from a group consisting of: touch sensors, pressure sensors, pulse monitoring sensor, blood pressure monitoring sensor, or a combination thereof.
69. The human size gaming controller according to claim 54, wherein said haptic rebounding cushion additionally comprises an impact dampening layer.
70. The human size gaming controller according to claim 54, wherein at least one pressure sensitive sensor is incorporated in said haptic rebounding cushion.
71. The human size gaming controller according to claim 54, wherein said haptic rebounding cushion is adapted to dampen the blow of jumping and skipping actions by conventional inertia dampening means, said means are selected from a group consisting of padding, layering, and incorporation of springs.
72. The human size gaming controller according to claim 54, wherein said haptic rebounding cushion is constructed so as to achieve a balanced surface tension that facilitates the 001379
seamless transition between a variety of physical activities selected from a group consisting of jumping, running, skipping and walking
73. The human size gaming controller according to claim 54, wherein said haptic rebounding cushion incorporates a conventional vibration means in order to increase the realistic feel of the gaming experience by conveying force feedback to the user's actions.
74. The human size gaming controller according to claim 54, wherein said haptic rebounding cushion is fitted with a plurality of sensors indicating the proximity of the user's limbs, said sensors selected from a group consisting of proximity sensors, touch sensitive sensors.
75. The human size gaming controller according to claim 54, wherein said supporting bars are fitted with about 90-degree shifted 'L' shaped grip handles.
76. The human size gaming controller according to claim 75, wherein said 'L' shaped grip handles are fitted with at least one button, trigger, or lever.
77. The human size gaming controller according to claim 54, wherein said support bars are height adjustable by conventional height adjustment mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof..
78. The human size gaming controller according to claim 54, wherein the distance between said bars is adjustable by conventional mechanisms, said mechanisms are selected from a group consisting of: manual telescopic mechanisms, automated telescopic mechanisms, pneumatic telescopic mechanisms, or a combination thereof.
79. The human size gaming controller according to claim 54, additionally comprising buttons and controllers along the length of said bars, wherein said buttons and controllers may be activated by a body part selected from a group consisting of upper limbs lower, limbs, wrists, hands, fingers, feet, toes, or a combination thereof.
80. The human size gaming controller according to claim 54, additionally comprising vibrating means embedded in said haptic rebounding cushion, such that force feedback may be delivered to the user.
81. The human size gaming controller according to claim 54, wherein said haptic rebounding cushion is fashioned of layers of a plurality of materials, said layers comprising materials selected from group consisting of springs, rubber, inflatables, enlosed sand, -enclosed pebles, enclosed particles, sponges, wooden plates, metal plates, elastic plates, plastic plates, electro-active polymers, shape-memory or a combination thereof.
82. The human size gaming controller according to claim 54, wherein the outer surface of said haptic rebounding cushion has physical characteristics selected from a group consisting of: non-slip cover, electro-active polymer, shape-memory, anti-bacterial, heat sensitive, touch sensitive, impact sensitive, color morphing, or a combination thereof.
83. The human size gaming controller according to claim 82, wherein said outer surface is constructed of a material selected from a group consisting of spandex, nylon, neoprene, synthetic rubber, or a combination thereof.
84. A method for translating physical maneuvers into actions in a virtual computerized environment, comprising the steps of a. obtaining a system for translating physical maneuvers into actions in a virtual computerized environment, comprising i. first processing means for hosting and projecting said virtual computerized actions; ii. at least one human sized controller for controlling said virtual actions, comprising haptic rebounding cushion, having at least one sensor for sensing the physical position of the exerciser; at least two support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; second processing means in communication with said first processing means, such that said processing means may exchange data and instructions; b. loading a said virtual environment onto said first processing means; c. viewing a visual depection of said virtual environment; d. performing physical maneuvers on said controller, corresponding to virtual physical demands from said virtual environment projected by said first processing means; e. sensing the position of the user or the performance of said physical maneuvers; f. translating said sensed position or perfomed physical maneuver by means of said second processing means into instructions to said first processing means that represent virtual computerized actions; and, g. repeating said viewing performing, sensing and translating steps; wherein said controller enables the safe execution of realistic physical maneuvers that promote the bypassing of cerebrally processed maneuvers and the adoption and development of instinct based maneuvers instead.
85. The method according to claim 84, wherein said virtual environment is a computerized game.
86. The method according to claim 85, comprising an additional step of rewriting said game such that said virtual maneuver demands are adatpted according to characteristics selected from a group consisting of: fitness input, online vital signs input, rehabilitaion program, physiotherapy, hand eye cordination, predetermined fitness program, predetermined fitness target, military training, or a combination thereof.
87. The method according to claim 85, additionally comprising a step of measuring vital signs selected from a group consiting of pulse, blood pressure, or a combination thereof.
88. The method according to claim 84, wherein said physical maneuvers comprising said physical training are specially adapted to achieve a goal selected from a group consiting of fitness, diet oriented, muscle build up, physiotherapy, rehabilation, endurance, cardiovascular, flexibility, martial arts exercises, or a combination thereof.
89. The method according to claim 84, additionally comrising a step of adjusting the height of the bars in accordance with height of the user.
90. The method according to claim 84, wherein said virtual computerized actions are selected from a group consiting of walking, running, hopping, jumping, swaying, leaping, skipping, ducking, navigating, grabbing, shooting, levitating, or a combination thereof.
91. The method according to claim 84, addtionally comprising a step converting said physical maneuvers performed or registered on at least one sensor, buttons, or controllers to digital signals, and processing said signals by said first processing means into into equivalent representations in said computer gaming title.
92. The method according to claim 84, wherein' said performed physical maneuvers comprise aerobic exercise by the movement of lower limbs power exercising of the upper limbs, or a combination thereof.
93. The method according to claim 92, wherein said aerobic exercises are selected from a group consisting of walking, running, hopping, jumping, swaying, leaping, skipping, ducking, or a combination thereof.
94. The method according to claim 92, wherein said power exercises are selected from a group consisting of supporting one's weight, push-ups, swaying, or a combination thereof.
95. The method according to claim 92, additionally comprising a step of manipulating said haptic rebounding cushion, such that force feedback is delivered to the user.
96. The method according to claim 95, wherein said step of manipulating comprises actions selected from a group consisting of vibrating, inflating, deflating, raising, lowering, tilting, swiveling, inducing electro-active polymers, inducing shape-memory materials, or a combination thereof.
97. The method according to claim 95, wherein said manipulating corresponds to activity or changes in said virtual environment.
98. The method according to claim 92, additionally comprising a step of assessing the maneuvers performed by the user, said assessing step comprising sensing contact or lack thereof between the user and said haptic rebounding cushion relating to activity selected from a group consisting of frequency of lack of contact, number of lack of contact episodes, average length of lack of contact, frequency of contact of each sole of the user with the surface of said cushion, location of contact, pressure applied on contact with said surface, or a combination thereof.
99. A method for emulating a conventional stepping machine, comprising a. obtaining a rebounding exercise device, comprising i. haptic rebounding cushion; ii. support bars extending upwards from the surface of said cushion, such that they may support the full weight of an adult while suspended in the air; - - b. performing a stepping exercise upon said haptic rebounding cushion; wherein said haptic rebounding cushion emulates the sensation and activity of .performing stepping exercises upon a conventional stepping machine.
PCT/IL2008/001379 2007-10-18 2008-10-22 Means and method for interaction between real physical maneuvers and actions in a virtual environment WO2009050715A2 (en)

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