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Patent 3033415 Summary

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(12) Patent Application: (11) CA 3033415
(54) English Title: EXERCISE EQUIPMENT PHYSICAL GAME CONTROLLER AND SOFTWARE INTERFACE
(54) French Title: CONTROLEUR DE JEU D`ENTRAINEMENT PHYSIQUE SUR EQUIPEMENT D`EXERCICE ET INTERFACE LOGICIELLE
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/21 (2014.01)
  • A63F 13/23 (2014.01)
  • A63F 13/80 (2014.01)
  • A63B 22/06 (2006.01)
(72) Inventors :
  • UNKNOWN (Not Available)
  • DODDS, CHRISTOPHER M. (Canada)
(73) Owners :
  • DODDS, CHRISTOPHER M. (Canada)
(71) Applicants :
  • DODDS, CHRISTOPHER M. (Canada)
(74) Agent:
(74) Associate agent:
(45) Issued:
(22) Filed Date: 2019-02-11
(41) Open to Public Inspection: 2020-08-11
Examination requested: 2020-09-03
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data: None

Abstracts

English Abstract



Embedded sensors in exercise equipment pedals and hand grips measure force,
speed
and direction in order to convert movement and effort into video game input.


Claims

Note: Claims are shown in the official language in which they were submitted.



Cycleverse

Claims

1) Converting physical effort into game controller input
1.1) Effort input game controller
The effort input game controller ("hardware") is comprised of a pedal or hand
grip with embedded sensors that can collectively provide the data required to
determine force being applied, speed and the current location of the
controller
within its range of motion. Collectively the sensors allow the software to
calculate effort through one cycle, to identify changes in effort between
pedals
and previous rotations and direction (forward and backward rotation). The
primary sensors are a force sensor that allows the force being applied by the
user to be calculated in newtons, and a three dimensional gyroscope that
allows the circumference of the pedals path and the current location to be
calculated. Depending on the design of the hardware (for example an elliptical

machine does not follow a circular path) and accuracy of the sensors two
additional sensors are embedded in the hardware; accelerometer and
pedometer.
1.2) Accuracy utilizing high sensor sampling rate
Cyclists are capable of reaching 50 revolutions per minute. Calculating force
applied at multiple points through of one revolution is required to apply gait

analysis (claim 3), cycle pattern recognition (claim 4) and shifting weight
between pedals to indicate turning in the game (claim 5). Therefore, sensor
readings are read and transmitted eight or more times per second. This rate
also helps overcome missed transmissions, signal interference or anomalies
in sensor readings.

Page 5


1.3) Communication
The hardware (each pedal and hand grip individually) includes a circuit board
and timer to collect and package sensor readings at set intervals. Each data
transmission includes the controller's unique identification number, model,
version and right/left positioning, which provides hardware details required
for
the effort algorithms (claim 2). A radio antenna (such as Bluetooth) is used
to
transmit the package of sensor data to a gaming system or mobile device
running our software.
1.4) Effort Algorithm
Someone pedaling slowly in low gear (high resistance) will generate effort
comparable to someone pedalling quickly in high gear (low resistance). The
effort algorithm converts force applied to the pedals at multiple points in
the
pedal cycle with the pedal speed to calculate effort being generated.
Multiple sensor packages are being received by the software every second.
The software analysis each sensor package to determine the hardware's point
in its rotation and the force being applied. Total effort during the down
stroke
and speed of rotation is used to calculate forward movement effort.
Effort throughout the pedals rotation is analysed to take into account the
controller's configuration (claim 2), users physical characteristics (claim 3)
and
shifting weight between controllers to indicate turning or breaking (claim 5).
1.5) Game input
Game controllers allow users to use stick movements, trigger pulls or button
pushes of varying frequencies to communicate movement to a game. Our
software translates the physical input in the pedals and hand grips (effort,
speed, direction, breaking) into the input required by various games and game
systems.
Cycle pattern recognition (claim 4) is used to identify patterns in effort
output
from the hardware and convert it into patterns of inputs that the game

Page 6


associates to a comparable speed and direction. Pattern recognition provides
smooth game play and the ability to configure input to match the requirements
of different games and game systems.
2) Effort calculation algorithm configuration for pedal size and structure
2.1) Multi zone force sensor
Depending on the pedal or handgrip size of the exercise equipment the
force/weight sensors may need to cover areas greater than the size of a foot
or hand. For example, an elliptical pedal is significantly larger than a
person's
foot. Force readings from multiple sensors, or one force sensor comprised of
multiple sensor zones are read and included in data transmission to the
software effort algorithm.
2.2) Effort algorithm configuration to adjust for case materials
The force sensor is mounted in the pedal or hand grip (the "case"). The case
is comprised of a solid supporting material (which includes for example the
pedal structure, pin and bearings) and acts as a solid support for the force
censor. The case includes a softer cover material to provide cushioning and
traction. The support material may allow for some deflection and the softer
cover material may disperse energy beyond the sensor pad. Testing with
precise weights under varying conditions of use will result in sensor readings

that can be accurately associated to force being applied. The test results are

built into the force algorithm to provide constant and accurate force
calculations across pedal and hand grip designs and changes in case
materials.

Page 7


3) Biometric gait analysis
With a standard game controller all players are equal, with finger speed being
the
only physical differentiator. Our effort based controllers (pedals and hand
grips)
would put players with an injury, or are lighter or younger at a disadvantage.
Users
with uneven strides (such as having arthritis in one hip) would result in
uneven
effort between pedals, which would negatively affect the system's ability to
read
when a person is leaning (turning in game) or braking. Biometric gait analysis

adjusts the effort input to compensate for disadvantages.
A software configuration interface guides a user through an in-game obstacle
course that takes the user through varying speeds, resistance levels of their
equipment, turns and stops. The resulting force at different speeds and at
different
points in the hardware's rotation is used to compile a biometric gait profile
of the
person. The effort algorithm uses the gait profile to adjust effort readings
to
balance differences between left and right sides at varying levels through the

hardware rotation and at different levels of effort.
The result is users with injuries and different abilities to be able to
compete equally
in games and for the software to accurately interpret leaning and breaking
actions.
4) Cycle pattern recognition and conversion to game controller output
The effort calculation algorithm receives multiple sensor readings per second
from
two pedals and/or hand grips. Gait analysis is applied to augment the
resulting
effort readings.
The effort readings are applied to a pattern recognition algorithm that
compares the
current position within the hardware's rotation and force with previous
readings to
determine if the player is adjusting speed, direction, breaking or reversing
and at
what rate. Pattern recognition minimizing the effects of missed transmissions
or
out-of-range readings from sensors.
The software compares the player actions with signal patterns required by the
currently running game and game system and submits the appropriate signal
pattern at the maximum rate allowed by the game system. The result is the
highest

Page 8


controller response allowable by the game or game system and smooth
transitions
between player actions.
5) Interpreting a user's weight shift between pedals as a leaning action
and translate it into horizontal movement game input
5.1) Identifying leaning as a turning action
Utilizing claims 1 through 4 the software understands force being applied to
the hardware and translates it into forward and backward movement within a
game. When a rider leans they apply a varying force between the pedals at
different points in a pedals rotation. Based on the different levels of force
between the pedals, and applying the users biometric gait profile, algorithms
determine the amount of lean and translate that into horizontal game input of
varying degrees.
5.2) Turning vs bike pendulum
A bike rider going up a steep incline in low gear at a slow cycle rate can
apply
excessive force to one pedal at a time for several seconds. The result is the
rider remaining centred while the bike itself pivots side to side. The
algorithm
takes into account rotations per second and effort at slow speeds to determine

if a user is leaning and to what degree.
5.3) Identifying a braking action
Pressing down on both pedals is interpreted as a breaking action. One foot
can be at the top of the pedal cycle while the other is at the bottom,
resulting
in an uneven force distribution. A percentage of force based on the users
biometric gait analysis (claim 3) and current point in the hardware's rotation
is
used to determine if the user is indicating a breaking action. The user could
also be leaning and breaking at the same time, with the algorithm utilizing
work in claims 3, 5.1 and 5.2 to determine game input for the amount of lean
and breaking.

Page 9


6) Adjust effort output to enable competitive play
There is a wide variety of cardio exercise equipment. Even within the bike
category
there are road bikes with resistance wheels, recumbent bikes and upright bikes
with
varying features. Configuration settings for equipment type and the player's
age,
gender and weight are used to adjust the output from the effort algorithms in
order
to deliver competitive play.

Page 10

Description

Note: Descriptions are shown in the official language in which they were submitted.


,
Cycleverse Patent Application
February 10, 2019
Description
Cycleverse hardware and software turns cardio exercise equipment (exercise
bikes,
ellipticals, stepping and rowing machines) into video game controllers.
Physical effort,
speed and balance are translated into in-game actions (claim 1).
The hardware includes a battery and a circuit board that collects sensor data
at least eight
times per second and transmits it wirelessly to our software running on a
mobile device or
game system (claims 1.2, 1.3). See attached drawing for a list of components
and their
interactions.
The pedals and hand grips (hardware) are embedded with sensors that measure
force,
speed and direction. Hardware is comprised of a solid supporting surface to
support a
pressure sensor, which measures force applied by the user. A pliable cover is
mounted
on top of the solid support and sensor, providing grip and allowing force
applied to the
hardware to pass to the pressure sensor. A circuit board includes a radio
antenna, motion
collecting sensors (which can include a gyroscope, accelerometer and
pedometer), a
wired connection to the pressure sensor and a battery.
No control of the exercise equipment by the hardware is performed. The
hardware does
not read or change the equipment's resistance level. The user can adjust the
resistance
manually on their own equipment to optimize their performance in the game. The

hardware read the effort generated by the user (force, speed, direction,
balance) being
generated by the user and converts it into input for a game. For example, a
user can be
biking slowly in a low gear or rapidly in a high gear and produce a similar
amount of effort.
In game physics will apply the user's effort and account for gravity and
momentum,
requiring users to increase speed and their equipment's resistance to go
faster.
Cycleverse Patent Application
Page 2
1
CA 3033415 2019-02-11

The force sensor readings are based on direct contact with the sensor. The
size and
material of pedals, how the sensor is supported, and the type of equipment
(example,
large elliptical pedal vs small bicycle pedal) alter the force readings.
Testing each model
of hardware with various levels of force allows a software algorithm to adjust
force
readings to account for hardware characteristics. The results are accurate
sensor
readings allowing for competitive play across various models of hardware and
equipment.
The hardware data transmission includes make and model information that will
allow the
applicable force algorithm to be used (claim 2).
Racing games use primarily speed and effort input, where the strongest athlete
will have
the best performance. For team sports and first person action games the
software adjusts
the game input to account for the user's equipment and physical
characteristics, allowing
all users to compete fairly (claim 6). This is performed by taking the user
through a
configuration process where they ride their equipment through a configuration
game,
which records their effort at different speeds and resistance levels, as well
as at different
points in the pedals rotation. The software builds a biometric gait profile
that allows
algorithms to take into account the players strength, the circumference of the
pedals
rotation, physical weaknesses on either side of their body or at points
throughout the
pedals rotation (claim 3). The result is a biometric gait analysis which is
used to modify
the sensor readings to account for weaknesses and to increase or decrease the
effort
produced to account for equipment quality, age, weight and gender.
Players shifting weight between pedals is interpreted by the system as
leaning, allowing
physical leaning to be translated into in-game horizontal turning (claim 5).
Pressing on
both pedals is interpreted as braking. Both of these actions also rely on
biometric gait
analysis to ensure that weight shifting between pedals is actual leaning and
not caused by
a physical condition of the player. For example, a player with arthritis in
one hip may have
a weak point in the pedal rotation that could be misread as a leaning action
without gait
analysis.
Cycleverse Patent Application
Page 3
CA 3033415 2019-02-11

Various games and game systems have predefined inputs to control the player's
motion.
For example, pressing a button repeatedly may initiate forward movement of the
game
character. The faster the button is pushed the faster the character moves. Our
software
translates the player's physical actions into game controller input of a type
and quantity to
match the player's effort. The game controller output can be adapted to
existing games
and game systems (claims 1.5, 4). Cycleverse also develops games that include
competitive racing, team sports and first person action games, ensuring that
users of all
ages can experience an immersive environment where exercise is fun.
Cycleverse Patent Application
Page 4
CA 3033415 2019-02-11

Representative Drawing

Sorry, the representative drawing for patent document number 3033415 was not found.

Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(22) Filed 2019-02-11
(41) Open to Public Inspection 2020-08-11
Examination Requested 2020-09-03
Dead Application 2022-12-13

Abandonment History

Abandonment Date Reason Reinstatement Date
2021-12-13 R86(2) - Failure to Respond

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $200.00 2019-02-11
Request for Examination 2024-02-12 $400.00 2020-09-03
Maintenance Fee - Application - New Act 2 2021-02-11 $50.00 2021-04-19
Late Fee for failure to pay Application Maintenance Fee 2021-04-19 $150.00 2021-04-19
Maintenance Fee - Application - New Act 3 2022-02-11 $50.00 2021-04-19
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
DODDS, CHRISTOPHER M.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Cover Page 2020-07-24 1 21
Request for Examination 2020-09-03 2 51
Change to the Method of Correspondence 2020-09-03 2 51
Maintenance Fee Payment 2021-04-19 1 33
Examiner Requisition 2021-08-13 9 470
Abstract 2019-02-11 1 11
Description 2019-02-11 3 112
Claims 2019-02-11 6 216
Drawings 2019-02-11 1 68
Request Under Section 37 2019-02-21 1 55
Courtesy Letter 2019-02-21 2 74
Response to section 37 / Modification to the Applicant/Inventor 2019-03-01 3 149
Office Letter 2019-04-18 1 66
Correspondence Related to Formalities 2019-04-25 1 43
Office Letter 2019-05-23 1 44
Office Letter 2024-03-28 2 190