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