Device for training and tracking of exercise and muscle memory

By designing a muscle memory device that uses accelerometers and gyroscopes to record and analyze motion data, providing instant feedback, the problem of complex operation of existing devices is solved, and the effectiveness of exercise and therapy is improved.

CN121370140APending Publication Date: 2026-01-23HSUH SHARE ENTERPRISE +1
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510976944.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-07-23
Filing Date
2025-07-15
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing motion tracking and feedback devices are complex to operate in exercise and physical therapy, lack immediate and direct feedback mechanisms, and are difficult to help users correct motion deviations.

Method used

A muscle memory device has been designed, equipped with an accelerometer and a gyroscope, which provides instant audio feedback and image comparison by recording and analyzing the user's motion data, helping the user adjust their movements.

Benefits of technology

It provides instant and direct motion feedback to help users correct motion deviations and improve exercise and treatment effects, and is suitable for various exercise and treatment scenarios.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121370140A_ABST
    Figure CN121370140A_ABST
Patent Text Reader

Abstract

Accelerometers may be mounted on a user's body, sports equipment, or other device and track actions, data of the user's actions may be saved or uploaded for distribution, the user's actions may be compared to previously stored or downloaded action data, and the action data may be stored or downloaded. A sound, vibration, electronic, or other alarm may be initiated when the user's motion data exceeds a predetermined range of pre-stored, pre-encoded, or downloaded motion data. The present invention can be used at least for various forms of physical therapy, action training and work training, and provides a synergistic effect when used in conjunction with other exercise assistance devices.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present invention relates to training and physical therapy, and more particularly to training of movements and having muscles follow a demonstrated path, such as a path prescribed by a physician or therapist, an ideal movement path in a sport, or other methods where tracking and / or feedback about the movement or other action can be effectively used. BACKGROUND

[0002] Currently, there are many devices available for viewing and evaluating movements. For example, videos are often used in physical therapy to instruct patients on how to perform specific movements that are beneficial to their recovery, and sports athletes often view videos or films to analyze and improve their movements, such as a pitching stance when kicking a football or throwing a baseball. SUMMARY

[0003] The present inventor has recognized a need for improved ways of tracking movements, and providing feedback to patients or sports athletes. In one embodiment, the present invention provides a wearable device for detecting movement data and providing feedback based on comparison information or other analysis.

[0004] The present invention is important for its simplicity of operation, and includes an electronic device equipped with an accelerometer that is efficient and can detect movements and provide direct, immediate feedback to the user. For example, the feedback can be implemented through sound (e.g., high / low, left / right, etc.).

[0005] A muscle memory device (MMD) is a device that records muscle movements and uses the recorded movements to provide feedback to the user, and is preferably designed to be pocket or watch size (or smaller).

[0006] A muscle memory device uses a gyroscope to measure angular velocity in three axes (x, y, z), and the resulting data can determine the orientation of an object (such as the device, the user's hand and foot, etc.) in three-dimensional space. An accelerometer can measure acceleration (change in velocity) in a single axis, and multiple accelerometers can be used simultaneously. A magnetometer can be used to detect the Earth's magnetic field to determine movement, orientation, and heading, and in combination with an accelerometer and gyroscope, the absolute orientation of the device can be determined.

[0007] In one embodiment, a power button activates the device, turning it on and into a usable state. A selector switch is turned to a record position, and the muscle memory device records the user's movements and saves them in memory. When the selector switch is turned to a play position, the device stops recording the user's movements and can compare them to an image to analyze the user's movements.

[0008] The functionality of the present invention includes removing irrelevant motion data before and after the start of a motion, but in some embodiments the device will pre-identify the motion that the user is likely to perform and will retain that data prior to the start of the motion, provided it is relevant to the embodiment.

[0009] In the analysis mode, when the user performs a motion, the device will emit a distinguishable beep (or tone, or no sound) if the result matches (the user's motion matches the image). If the result does not match, the device will emit a different beep. The sound or alarm that indicates that the result does not match can be more urgent, prompting the user to make a change. In one embodiment, the device will emit a human voice instruction such as "pull up", "lower", etc. Such sounds are produced instantaneously, so the user will receive immediate feedback as to whether the motion was successful during or at least after each motion is performed.

[0010] Using wireless functionality (such as Bluetooth), the muscle memory device can connect to a smartphone, server, network, or other device (including other muscle memory devices). Data recorded when the muscle memory device is connected to a smartphone (example: all data or motion / motion specific data) can be stored in the phone. Individual motions or motions can be stored on the smartphone or uploaded to the memory of the muscle memory device. The smartphone can provide a relevant platform for the application for implementing the above-mentioned functionality, selecting motions and / or motions, and determining adjustments that can need to be made to various motions (example: faster, slower, varying force, etc.).

[0011] By using the application, the user can store multiple recorded motions and also select recorded and / or downloaded motions.

[0012] By using the flash switch on the right side (or play key position) of the device, the user can determine the motion that they want to practice (recreate). By using the flash switch on the left side (or record key position) of the device, the user can record more motions. The user can optionally (not required) connect a smartphone when using the device. Without connecting a smartphone, the user can select among multiple stored motions, for example, by rotating the select switch 3 times to select the 3rd recorded motion. In one embodiment, the device adds an additional switch with multiple key positions for selecting multiple motions that can have been recorded.

[0013] In another embodiment, the functions of the select switch and the power button are integrated into a single button. For example, pressing the button activates the muscle memory device, holding the button for a predetermined amount of time (e.g., 3 seconds or more) turns off the power, and mode switching is accomplished by holding the button for another predetermined amount of time (e.g., 2 seconds to switch between record and play modes). If the muscle memory device contains multiple programs, the programs can be cycled through by the length of time the other button is pressed (e.g., by pressing the button momentarily to change programs, switching between program 1 (forehand), program 2 (backhand), and any other programs that can be present). In one embodiment, the muscle memory device indicates the program switch by emitting one or a series of beeps (e.g., one beep to switch to program 1, two beeps to switch to program 2, etc.).

[0014] The application can be used to download pre-recorded movements (e.g., movements of professional table tennis players, tennis players, and other movements that require a professional player to demonstrate). Direct downloading of movements can also be provided by encoding the muscle memory device, physically and / or wirelessly connecting to it, such as by using a website to select a movement and then automatically downloading it to the muscle memory device.

[0015] The muscle memory device can record the user's movement statistics, and the user can upload his or her statistics and movements, or share them through social media. Once all the data for any given movement is stored, the movement can be intuitively presented on the screen of a smartphone for the user to review / evaluate the movement, such as by clearly seeing how the muscle memory device moved in space.

[0016] The muscle memory device can be used not only for specific sports, but also for implementing ideal movements, such as for sports, muscle training, physical therapy, etc. In one embodiment, a therapist, doctor, or coach can directly upload movements to a patient's or athlete's muscle memory device, and the professional's application or computer program can maintain a set of recommended or prescribed movements, and allow the professional to input alerts, notifications, text, or emails containing any explanations or notes that the professional can want to convey to the user. The functionality of the present invention includes automatically inputting billing items to the patient's or athlete's account, such as for uploading movements, allowing the professional to view, discuss, or analyze the movements.

[0017] The present invention can help train the serve in table tennis, kick a football in a specific way decided by the user, and walk in a specific way decided by the user, helping the user to perform the muscle movements he or she decides. All movements are performed by the user, and the device does not claim to help cure physical injuries, and is not responsible for the consequences of improper use. But if certain movements help the rehabilitation process, such as those prescribed by a doctor or physiotherapist, they will indeed be effective.

[0018] The user can decide exactly what movements he or she wants to perform, and the device will help the user to perform the specific movements perfectly through repeated practice, as we do when we walk, without thinking "I have to lift my right leg, then move forward, and then put it down, and then repeat the same with the left leg". We do these movements subconsciously, our muscles are trained to do them without thinking "how to do them". The persistent use of the muscle memory device helps to train any recorded movement.

[0019] In different embodiments, the muscle memory device helps to perform specific movements in a way that helps the regeneration of muscles after injury, there are various movements that can be used in physical therapy, if recorded correctly, the user can use the muscle memory device to perform them and get immediate feedback, which can be used as an aid in physical therapy (or muscle strengthening without the use of medication).

[0020] In another embodiment, the present invention provides a movement analysis method compared to an ideal range of movements, the present invention includes an application on a cell phone, computer or other electronic device. The application, after receiving movement data, compares it to a reference and sends a feedback signal, which can include a sound alarm, vibration, electrical signal, etc., immediately or near-immediately, so that the user knows immediately if the movement is correct or deviates from the trajectory.

[0021] The present invention includes various types and examples of feedback for adjusting or correcting movements. For example, in one embodiment, the present invention takes stored data and / or immediate data, displays a cartoon or image of the movement performed by the user on a smartphone, and marks the differences between the movement and the ideal movement. The difference marking includes highlighting the body parts or parts that are outside the acceptable range of movement when the cartoon or image displays the movement (for example: replaying the user's movement and adding the marking), for example.

[0022] The marking can include movement lines and arrows that help to suggest the ideal movement. For example, such lines or arrows can identify at key joints before the error movement occurs, so that the user is mentally prepared for where the movement is wrong before viewing the highlighted error movement.

[0023] The difference markers can effectively correspond directly to the sound or vibration feedback received by the user when performing the action. Such a review method provides a double cue to consolidate the correct action. In another embodiment, while the user reviews the comic or image playback (with or without visual markers of correct or incorrect actions), the device repeatedly vibrates or provides sound feedback to embody another association with the correct action and the required adjustment.

[0024] In one embodiment, the feedback is primarily sound associated with the action being performed. The present invention includes methods for recognizing the action and comparing the action to actions stored in a database, among others.

[0025] Some of the devices and methods can be easily implemented by coding on a general computer or networked computer, and the results can be displayed on an output device connected to any general computer, networked computer, or transmitted to a remote device for output or display. In addition, any component of the present invention shown in a computer program, data sequence, and / or control signal can be represented as an electronic signal propagating (or transmitted) in any medium at any frequency, including but not limited to wireless radio and copper wire, fiber optic cable, coaxial cable transmission, etc. BRIEF DESCRIPTION OF DRAWINGS

[0026] Figure 1 Schematic diagram of a harness for a muscle memory device according to an embodiment of the present invention.

[0027] Figure 2 Schematic block diagram of components and communication according to an embodiment of the present invention.

[0028] Figure 3 Schematic diagram of software coding according to an embodiment of the present invention.

[0029] Figure 4 Picture of a prototype electronic device configured for implementing the functions of a muscle memory device according to an embodiment of the present invention.

[0030] Figure 5 Schematic diagram of a sports device incorporating a muscle memory device according to an embodiment of the present invention.

[0031] Figure 6 Schematic diagram of the assembly of a muscle memory device according to an embodiment of the present invention.

[0032] Figure 7 Flowchart of the action comparison process according to an embodiment of the present invention.

[0033] Figure 8 Schematic diagram of a screenshot of an application according to an embodiment of the present invention.

[0034] Figure 9Schematic diagram of a muscle memory device of an embodiment of the present invention.

[0035] Figure 10 Schematic diagram of internal components of a muscle memory device of an embodiment of the present invention.

[0036] Figure 11 Schematic diagram of internal components of a muscle memory device of an embodiment of the present invention. DETAILED DESCRIPTION

[0037] Reference is now made to the above-described drawings, wherein like reference numerals refer to like or corresponding parts throughout the several views. Figure 1 A muscle memory device (MMD) 100 in an embodiment of the present invention is shown. A tracking sensor is attached to a strap 110 that can be worn on the wrist, foot or other part of a patient or athlete. In another embodiment, the muscle memory device 100 can include an adhesive that is attached directly to the skin of the user at different locations.

[0038] The muscle memory device 100 can be configured to operate in different ways. In one embodiment, the muscle memory device 100 operates as a motion tracking and alert system. For example, the muscle memory device 100 is programmed to recognize a physical therapy motion and alerts the user at predetermined points in the motion. An immediate alert is triggered when the user's motion is outside the proper range of the therapy motion being performed, and an alert is triggered to prompt the user when the degree of deviation of the user's motion from the proper range is such that the motion is incorrect.

[0039] For example, when the user is instructed to perform a motion such as a leg lift with a rotation (e.g., a small clockwise rotation followed by a counterclockwise rotation of the leg), a prompt or alert sound is triggered if the user does not lift the leg high enough. Similarly, a prompt or alert sound is triggered if the user does not rotate during the leg lift. As will be discussed in further detail below, the same type of prompt or alert sound can be used in other fields, such as sports motions, components of sports equipment, practice of professional motions in different fields, etc. The prompt or alert sound can be triggered by other motions than the improper motion, e.g., an extra stretch beyond the prescribed motion can be rewarded if deemed appropriate (in some cases, no extra stretch can be needed). Such prompts and / or other feedback can be provided by illumination, e.g., LED lights mounted on the surface or below the muscle memory device 100, such as light feedback 702B, and with the functionality as described further below.

[0040] Figure 2Fig. 2 is a schematic block diagram of the component communication 200 in one embodiment of the present application. The inertial measurement unit 210 embedded in the muscle memory device 100 is used to detect the motion in each axis and provide the motion data to the main board 220 with a central processing unit and coding to implement the present application. In addition, a compass (or a north finder), a GPS or other devices for direction finding can also be included, and the coding can include data storage of the inertia measurement, average or sample in one or more motions of various physical therapy or sports motions (such as actual motions or training exercises), and a program to compare the user's motion with the stored motion.

[0041] For example, in one embodiment, the stored motion can be stored according to position, velocity and acceleration at a predetermined number of samples per second, and the sample pattern matches the instant data from the inertial measurement unit 210, and the instant comparison and determination of whether the user's current motion is correct or deviates from the corresponding one or more samples, and when the deviation occurs, a prompt / alarm (such as through the piezoelectric 230) reminds the user to correct or improve the motion. After the motion is sufficiently corrected, the prompt / alarm stops.

[0042] In one embodiment, the alarm can be customized according to the motion. For example, the alarm can prompt the appropriate motion or correction method required. When the user's motion is from high to low, and the stored motion is from low to high (or in plain language, the user's motion needs to go up instead of down), the alarm can be a tone from low to high, i.e. a sound prompt on how the motion should be performed.

[0043] The muscle memory device 100 can include a selection switch 240 to reverse the motion by switching from left hand (or left side) motion to right hand (or right side) motion. The change from left side motion to right side motion can be achieved by a mathematical conversion of the stored motion from a first perspective to a second perspective (and vice versa). In one embodiment, the stored motion can be adjusted according to the specific circumstances of the individual user. For example, for patients or trainers with prosthetic limbs, the stored data can take into account the non-standard motion made due to the prosthetic limb. In addition, the stored motion can also be adjusted according to different user body types (tall, short, fat, thin, etc.). Therefore, the present application includes a mechanism to adjust the motion (such as professional motion downloaded from the network) to suit the physical characteristics of the individual user.

[0044] Multiple motions or exercises can be stored in the muscle memory device 100, and the selection switch 240 can be configured to select different motions or quantities from different positions (such as wrist or ankle), and the selection switch 240 can also be used to set the muscle memory device 100 to a recording mode, in which a physiotherapist, instructor or trainer will record the motion to be performed by the user.

[0045] Figure 2 Further shown is the communication between the central processing unit of the muscle memory device 100 and input / output devices 250, which can be configured to communicate with a network or specific devices, such as a mobile device 280, a robot 260, a fitness device 275, a corresponding visual display 270 or other devices, where the fitness device 275 is similar to a peloton fitness device. In the illustrated embodiment, the communication device is connected to a cloud server to store data, process programs or perform other tasks, and / or communicate with the mobile device 280 through the cloud server (where further processing or selection can be performed through an application, as described elsewhere herein) to the robot 260 (e.g., a ping pong robot that receives instructions or data to make a hitting decision), a peloton-like device, a teaching or fitness display (e.g., a region displayed on the fitness device 275). Such communication can include changing instructions, which can change the dialogue of a virtual trainer associated with any device, or change the dialogue data determined by the virtual trainer code (which itself can be determined at the cloud 255 and transmitted to the device).

[0046] Such cloud communication can also be fed back to other devices or platforms (such as Roblox) or applications, where the user's progress or continuity while using the muscle memory device 100 can be marked so that it can be used later in the application or platform (e.g., the user's progress on a peloton-like device can be converted into more points or a higher level in a bike-related game on the Roblox platform). The device can further be directly connected to the platform, a game on the platform or an application, so that the game or game presentation item can be adjusted in real time according to the user's performance in matching actions. Although shown in the figure as communication via a cloud server, the same effect can be achieved via direct communication or direct connection devices on any network.

[0047] Figure 3 A schematic diagram of the software code 300 in one embodiment of the present invention. The comparative data 310 can be, for example, stored, recorded or downloaded actions / movements, which can be recorded using the muscle memory device 100 or another device. The comparative data 310 can be downloaded from a doctor, therapist or sports enthusiast website on the network.

[0048] The software 320 can be downloaded executable software, firmware, other electronic device or coding type. The software 320 views the data of the inertial measurement unit 210, compares the user's movements to pre-recorded movements, and sets the alarm appropriately. The software 320 optionally performs additional functions described elsewhere herein. The software 320 can also include other additional functions, such as a portion of the movements 322, a portion of the movements 324 indicating during which the selection 326 of the feedback application to perform is changed, and functions 328 described elsewhere herein.

[0049] The local data 330 can include a cache of content such as inertial measurement unit is data, session data, etc., while the input / output communication 340 can include encoding or data of any data sent to or received from other components, and / or information protocols for wireless communication (such as Bluetooth), which can be used for other implementations, extended functionality, and retrieval of additional data or coding, such as downloaded movements or exercises, updates, etc. Other the local data 330 can include storage of the tolerance of the comparison of the movements to different portions of the user's movements, the preference of the feedback or combination of feedback, and / or the presentation of the feedback, as described below.

[0050] Figure 4 A picture of a prototype electronic device configured to implement the functions of the muscle memory device 400 in one embodiment of the present invention. As shown in Figure 4 the present invention can be used in a framework including a main board 405 (such as a Bluefruit feather board), an inertial measurement unit 404, a power switch 403, a piezo 402, and a switch 401. The muscle memory device 400 shown is a prototype of the present invention, implementing the functions of the present invention by running the software 320 on the main board 405 and communicating with the inertial measurement unit 404 and the piezo 402.

[0051] Figure 5 A schematic of an exercise device 500 in one embodiment of the present invention, housing the muscle memory device 400. A shell 510 wraps around the muscle memory device prototype (the muscle memory device 400), such that the hardware is encased (and thus no electronic parts are exposed). In one embodiment, it is desirable that there be only a minimal number of controls on the muscle memory device 400, or none at all (e.g., a non-replaceable battery or a self-generating power source, automatic on / off, and movements downloadable via Bluetooth). In the embodiment shown, only the power button and the flash switch (such as the switch 401) are operable, and are placed in locations that are accessible to the user. It is preferable to limit the functionality, thereby making the design simple and easy to operate. Nonetheless, additional functionality can be added to existing switches (e.g., a double-press button to change programs, a multi-position selector switch, etc.), and included in other embodiments.

[0052] The housing 510 can be attached to sporting equipment and the like, and the muscle memory device 400 is placed in a position that allows it to function by recording and / or comparing various hitting actions of the user, such as various forms of serves and returns.

[0053] Figure 5 Also shown in FIG. 6 is the power button 520, selection switch 530, and piezoelectric port 540 (speaker) accessible to the user. In addition, a power port (not shown) for charging the battery can be included (in various alternatives, other power devices can be used, such as a solar panel (which can be mounted along the handle of the device), or an internal motion-based power generation device that can be coordinated with activities that have a lot of motion).

[0054] Figure 6 An illustration of an accessory device 600 for the muscle memory device 400 in one embodiment of the present invention. As shown, the accessory device 600 includes a threaded mount 620 that attaches to the sporting device 500, and a corresponding threaded fitting 610 that attaches to the housing 510 of the muscle memory device 400.

[0055] The threaded mount 620 can attach to any number of surfaces (or inside of a device). The muscle memory device 400 itself can attach to any number of different mounts in any number of locations, including a small mount under a table tennis paddle, a small mount under a tennis paddle, a wristband that can attach the muscle memory device 100 (such as the strap 110 in FIG. 1). Figure 1

[0056] The mount can include a shoe mount (such as two straps on the sides of a shoe) that attaches to a shoe. The muscle memory device can then be attached to the mount. The muscle memory device can also be glued to a shoe or other device. In the case of a retail package, the muscle memory device preferably includes mounts for one or more surfaces, such as flat surfaces, rounded surfaces, and mounts that can be replaced or adjusted for different surfaces (for example, a flexible or cushioned mount that can be adjusted for irregular surfaces).

[0057] Various other accessory devices can be used for each mount that is matched to the muscle memory device, including adhesives, screws, latches, hook-and-loop fasteners (such as the Velcro® brand product), and the like.

[0058] Figure 7 ​A flowchart of the action comparison process 700 in one embodiment of the present invention. In step 710, the device reads data from the inertial measurement unit. The inertial measurement unit can be a multi-axis inertial measurement unit and can provide position, acceleration, and velocity in three-dimensional space. The inertial measurement unit can also provide other data, depending on the substrate chosen to implement the muscle memory device. Additional hardware or devices (such as altitude, latitude / longitude, data from other devices, other muscle memory devices on the same user or another user, etc.) can provide further additional functionality and corresponding data.

[0059] In one embodiment, the present invention uses wireless communication to handle coordinated actions, such as actions between a director and a receiver. In such an embodiment, a 5G chip (not shown in the figures) can be installed or connected to the motherboard to transmit real-time data to a remote server for coordinating the timing, response, and individual activity of a synchronized activity.

[0060] Decision block 730 determines whether the data provided by the inertial measurement unit is a selected or stored action. This determination can require additional or previous inertial measurement unit data cycles, which can be stored in local memory, such as RAM. In one embodiment, the current motion is identified individually and compared to previous inertial measurement unit data cycles to determine whether each inertial measurement unit data cycle is consistent with a selected or stored action (notably, being consistent with a selected or stored action does not necessarily mean it is the exact correct action (it can be within an acceptable range, or it can be outside of that range)). If no action / movement is identified, the program loops back to the next inertial measurement unit data cycle, where identification can be made for a particular portion of the action the user intends to make.

[0061] Once enough inertial measurement unit cycles have been received to identify an action, a comparison function is enabled in step 740. Step 740 can be implemented in any manner to determine whether the received inertial measurement unit data matches or is within a predetermined tolerance of a stored action or motion. For example, the sample values of the inertial measurement unit can be compared directly to a database of actions each with similar sample sets. Each action can be broken down into multiple segments, such as the natural segments of a swing (e.g., backswing, approach, impact, and follow-through), and a specialized comparison routine can be called for each segment. In one embodiment, the saved or recorded action is fit to a curve, and each corresponding inertial measurement unit sample is compared to the corresponding position on the curve + / - tolerance. Regardless of the method implemented, it can be determined whether the current action segment is qualified or not, and if not, an alert system is enabled (step 750). If it is qualified, the program loops back to the next inertial measurement unit sample.

[0062] In various embodiments, the device performs a more detailed analysis of the collected inertial measurement data to determine to what extent or in which direction the user's motion is problematic. If the motion is problematic in a certain direction, an alarm of a particular tone or frequency is generated, for example, by an increase or decrease in volume or frequency to indicate whether the user's motion is getting worse or better. The comparison can be a comparison of a specified portion of the motion.

[0063] In another embodiment, the alarm is presented in the form of a different tone related to the amount of deviation from the desired motion, and the tone occurs only during the specified identified portion of the motion. If desired, a separate prompt tone can be provided prior to the specified portion of the motion to maintain continuity, and can be set in the user preferences.

[0064] In one embodiment, the muscle memory device can store a plan of multiple different motions to be performed at different locations, such as a fitness track with stations. When the user is at a location of the fitness track, the muscle memory device is then enabled to evaluate the particular motion to be made at that station (e.g., the motion to be compared or a subset of the saved motions is selected based on the user's location).

[0065] As noted above, some embodiments of the application include 5G communication, which can be arranged in a variety of ways. In one embodiment, 5G communication can be directly from the muscle memory device to a remote server over a 5G network, all of the functions of the muscle memory device and / or a previously connected smartphone can be performed at the remote server, and signals for haptic feedback, alarms, etc. applications are sent from the remote server to the muscle memory device. Such embodiments can (but need not) eliminate the functionality of the smartphone. Alternatively, the smartphone can be the hub that sends 5G communication (e.g., the muscle memory device communicates with the smartphone, which then forwards the message over the 5G network). The smartphone can still be used as an interface to the muscle memory device and to external databases and programs (e.g., APIs) to display results, animations, statistics, etc. in a format convenient for the user.

[0066] In a super low latency 5G environment, such communication can form a kind of haptic network experience. As described elsewhere herein, tone changes can help guide the user to adjust the motion to the ideal motion. This guidance can be improved in an environment where the haptic experience is more complete, such as electrical stimulation (e.g., electrodes on the muscle memory device that make contact with the skin), spinning a small physical gyroscope (e.g., an additional gyroscope within the muscle memory device, or a separate gyroscope assembly / armband), and / or other devices that can guide, influence, suggest, help, or otherwise change the user's motion so that it is adjusted to the ideal motion.

[0067] Such other devices can include Internet of Things (IoT) devices attached to or in the vicinity of the user, which can be public or accessible. In one embodiment, the user is provided with additional sound through remotely connected IoT speakers that are enabled to provide dynamic or spatialized sound, such as Barco Auro, DTS:X, or Dolby Atmos, among other sound technologies.

[0068] In one embodiment, the present invention is a muscle memory device that forms a haptic network experience in an ultra-low latency environment (e.g., 5G), where gyro readings from the muscle memory device are transmitted through an ultra-low latency network to a remote server for comparative analysis of the readings against the motion, thereby identifying and evaluating the motion. The remote server is configured to return a signal confirming various analyzed information, which can be a reward sound, a buzzer, a sound, or other haptic feedback indicating that the motion was performed outstandingly, which can be set to help guide the user to make the desired motion. In one embodiment, the present invention includes a muscle memory device that interacts with a remote server only through a network, and the user’s smartphone or other device (e.g., computer / web site) communicates with the user to transmit information from the user to the remote server and receive / display information from the remote server regarding performance, among other things.

[0069] Communications sent to and from the muscle memory device, remote server, smartphone, and the like can follow or be compatible with one or more standards, including, for example, 3GPP TS 22.261. Devices in communication with the muscle memory device, remote server, or smartphone, such as IoT, services, user equipment (UE), and the like, can likewise be compatible. Such devices can include IoT, virtual reality (VR), controllers, on-demand full-coverage services, and the like, and the devices or variations thereof are flexible to meet custom data collection or feedback needs. Such devices include drivers that work with 3GPP or other standards, including motion, video, navigation, and sound. In various embodiments, the focus is on using the muscle memory device through a scalable and customizable network with appropriate key performance indicators (KPIs) (e.g., latency, reliability, data rate, etc.) to take advantage of 5G system instant (or near-instant) support to enhance user experience.

[0070] The present invention includes maintaining relevant data of the user’s motion, classifying different users into respective groups or levels for various motions (e.g., ranking tennis players according to how well their backhand motion matches a typical professional backhand motion, ranking players based on consistency between one or more specific motions and those of a professional player).

[0071] The application also includes maintaining data on user reactions to various alerts, haptic feedback, or other feedback provided, and overall action improvements by each user as to the type of feedback received. The application includes updating the training mechanism and / or feedback based on the results of all users by identifying more effective feedback devices and feedback devices that are more effective for particular users.

[0072] Figure 8 For one embodiment of the application, a screen shot of an application 800. Radio buttons 810 are coded for action selection, here showing a lift, swing, and kick, among others, and the selection can include any number of other options, including the workout tracking program described above, a route to the gym, a recorded action (which can include an option for a custom name), a downloaded action. The program can include variations of the program, such as Program 1 Variations A, B, and C, to provide the same demonstration program to the user with slightly different actions, to avoid injury from repetitive actions and to maintain additional flexibility.

[0073] Radio buttons 820 provide additional variations as to intensity. Other functions can be selected through this radio button 820 or other user interface types. The application 800 can further provide access to details 835 of stored actions or timelines, visual combinations of timelines, charts, or other visualizations, including videos, while the user interface allows selection of one or more portions of the motion to which the analysis, comparisons, and feedback described herein apply. Various other preferences can be set, such as volume, tolerance, and / or a tone to play when no evaluation is made. Button 830 is then pressed, and the selected action or portion thereof is loaded.

[0074] Muscle memory devices can be applied to a variety of activities, including automatic motion tracking in various forms of body weight scales at a gym, recording of workouts, and as a wristband for personal identification. Inertial measurement units and other electronics can be automatically coded to meet the user's preferred settings at the training site. Muscle memory devices can also be coded to provide an alert to a trainer, gym manager, or other person if a situation is outside of an expected range, such as an action not being performed as planned, or a difficult situation, fall, or the like is detected, such as a weight falling.

[0075] The application includes identifying an initial pattern of a user's motion, indicating an upcoming swing action to be performed, and comparing the upcoming swing action to one or more stored swing actions in real time or near real time. The initial pattern can be determined through analysis of data for the user and / or through analysis of large data sets collected across multiple users, such as big data analysis.

[0076] The present invention includes creating a range of motions consisting of a boundary of multiple different performances of the same motion (from the same person or multiple trainers, professionals, groups, therapists, big data analysis ranges, etc.) and comparing the user's motion to the range of motions. This analysis can include breaking each motion into multiple segments and applying the range to each segment.

[0077] In one embodiment, the motion of the trainer, professional, etc. is fitted to a curve, and the accelerometer and position data are applied to the curve. If the accelerometer reads more than a certain degree, percentage, and / or preset reading from the curve, a prompt / alarm is triggered. The alarm volume can vary depending on the amount of deviation from the curve. For example, increasing the volume (large amount of deviation) or decreasing the volume (small amount of deviation). In another example, the frequency of the alarm sound or the frequency of the on-off switch varies depending on the degree of deviation from the curve. When the regression is back on the curve (or within the tolerance range), the alarm is silenced, and a special cut-off / shut-off sound can be emitted. For example, the decision and comparison are made by the electronics of the muscle memory device and transmitted to a smartphone or other device for storage, display, and / or further analysis. Thus, the present invention includes a variable alarm, where the variation indicates the characteristics of the performed motion.

[0078] While the present invention can be implemented in various ways as appreciated by those skilled in the art from the disclosure herein, the inventors have discovered an efficient architecture that provides motion analysis in a muscle memory device and then transfers the motion analysis and / or other data to a remote device, such as a computer device, smartphone, or other device, for further analysis or display (e.g., data, statistics, and / or simulations).

[0079] The motion can be detected in various ways. For example, Example 1 provides an exemplary test code for determining a backhand motion when the muscle memory device is used as a table tennis coach:

[0080] Example 1

[0081]

[0082]

[0083] Example 1 shows a test case for a user performing a predetermined backhand motion. This shows a test case where the user initiates the motion, and the muscle memory device detects the values from the accelerometer to see if the backhand motion was performed successfully. As shown in Example 1, the muscle memory device detects the values from the gyroscope (there can be multiple gyroscopes, such as different gyroscopes positioned on different axes) to see if they correlate to the predetermined values for a backhand motion.

[0084] In one embodiment, multiple gyro values are tested simultaneously or near simultaneously in a similar fashion and evaluated against multiple actions, which can include backhand, forehand, and any variations of these actions (e.g., upcut backhand topspin, downcut backhand underspin, x-cut backhand slice, crosscourt backhand flat push, all of which can be assigned as a small subset of available actions). In one embodiment, the assignments can share comparison values as much as possible, or can be implemented with separate comparison values for each action instance. For each action instance, the stored values can include a range of acceptable values, such as a maximum or minimum value, a percentage, etc.

[0085] In one embodiment, percentages are used, which vary according to different embodiments, so that in actions where more accuracy or precision is desired, a lower percentage variation is provided for the respective instance when compared. For example, follow-through actions can have more variation than pre-contact embodiments.

[0086] In one embodiment, the variation decreases (low percentage tolerance) with each example before contact, and decreases rapidly after contact, the variation can change continuously, but changes more rapidly at key points (such as just before and after contact). The variation (or tolerance) can change from one value to another, or can be segmented, and each segment can be different in length or value / number of data points.

[0087] In this example, "delay(200)" is a specified delay in milliseconds between recorded / tested values (5 per second) during a particular action. Since the test is 1, the testing / checking does not have to be performed at a high rate, and the number of tests per second can be easily modified, so that the action can be replicated with continuous values, even if the direction and / or acceleration of the action changes rapidly, without a particular value being significantly higher or lower than its adjacent values, the test can be performed at a frequency of 300 or more per second.

[0088] An additional example is provided in Equation 2.

[0089] Equation 2

[0090]

[0091]

[0092]

[0093] As shown in Equation 2, the routine tests forehand first, then backhand. The forehand test reads one or more axes of the inertial measurement unit data. For example, the x-axis of the inertial measurement unit is first read and tested for a value that indicates a forward swing from right to left (example: >-5). If the value read is the expected value for the axis for a forehand, then another axis is tested, in this example, the y-axis is identified as forehand if the value is <-3 (in combination with the appropriate x-axis value).

[0094] The present application includes tests for a plurality of axes for a first signature of a particular action. The plurality of axes can be the x and y axes as described in Equation 2, or a series of different x, y, and / or z axes arranged in different spatial orientations. The initial action of each swing (and the entire action of the swing as a whole) is provided by the user, coach, or downloaded according to the present disclosure. The user or coach can extract the initial action from a practice action. In one embodiment, the present application uses a limited number of axes to identify the action, and then processes more different axes in different orientations to evaluate the particular action.

[0095] If the forehand test fails, the routine continues to test backhand. The values tested can include the same values previously read from the inertial measurement unit, or new values read. In at least one embodiment, some of the values of the inertial measurement unit are shared between tests, and some are newly read.

[0096] The example in Equation 2 is an initial test for a particular swing action (forehand and backhand). The test can be extended to various other swing actions and subcategories of swing actions (e.g., topspin forehand, backspin forehand, etc.). In one embodiment, the "if then else" structure is extended for any number of actions. In another embodiment, the coded test loop repeatedly reads different sets of parameters that identify different actions for each individual test, and if the test does not pass, the next action is tested. In one embodiment, the first test is the most commonly used action, so if the most commonly used action is tested first, unnecessary tests are not performed. In one embodiment, the muscle memory device tracks the actions that the user practices or uses, and re-adjusts the coding so that the most common actions are tested first.

[0097] Further exemplary routines are implemented to evaluate particular swing actions and provide feedback in real time as the swing is practiced. The "delay(200)" shown is for testing purposes, and the functional device will test at a faster rate (e.g., 5 ms, 1 ms, or less, depending on hardware capabilities).

[0098] Such additional exemplary procedures can be coded in similar frameworks. For example, values from an inertial measurement unit are read at predetermined time intervals and / or during segments of a motion, and these motion segments are compared to expected value ranges at that time of the motion, from recorded practice motions, downloaded data, etc.

[0099] Notably, the ble.println instruction enables Bluetooth communication between the muscle memory device and a computer device, such as a smartphone app. The instruction identifies the motion (a hit) as forehand or backhand. However, in the operating device, this instruction can be used to send an audible or vibrational feedback signal. The test results are also sent to the smartphone (or other computer device), which can then be used to implement the various functions discussed herein, including the ability to view the motion, such as to simulate the motion, highlight items that need correction, etc. The smartphone can also transmit data for further analysis or storage of information that can be retrieved by others for further comparison, analysis, or improvement.

[0100] The examples provide for communication between the muscle memory device and a smartphone (or other external computer device) as needed or desired for various smartphone (or other external computer device) functions. All data can be transmitted, including raw data, muscle memory device pre-processed data, muscle memory device processed data, or combinations thereof, to enable various external functions, such as a display on the smartphone.

[0101] In one embodiment, the muscle memory device does not use the smartphone at all, and the user interface is very simple. For example, the muscle memory device is coded to recognize a set of motions, each of which is evaluated, and feedback is provided directly to the user from the muscle memory device. In one example, when the recognized motion is greater than the expected value (e.g., too fast), a high-pitched or high-frequency beep occurs, and if too slow, a low-pitched or low-frequency beep is sent, and the feedback can be implemented through an “if / then / else” coding structure.

[0102] In addition to the muscle memory device, the present application includes collecting, integrating, and analyzing data from different devices connected through a 5G network. This data includes video taken by cameras placed to observe training, competition, therapy, or other uses of the muscle memory device. Such data can be collected through the lenses of onlookers, therapists, and other people’s smartphones, surveillance cameras, etc. This data is not limited to video, but can also include sound, social media posts, data from Internet of Things devices, etc. In some cases, the speed of collection and transmission is sufficient to provide almost immediate motion or other analysis results, and data can be provided to enhance the application experience, such as motion playback, allowing the user to view the playback on the application or computer monitor, including actual video and feedback similar to that provided when the motion was performed.

[0103] Playback will typically be performed on a smartphone or computer and will include split screen playback, with one side being a video of the overall movement (e.g. the user's upper body or full body) and the other side providing a close-up of the body part that most affects the quality of the movement (e.g. the hand or wrist). Muscle memory devices can also be displayed during the video, for example, lights, highlights or other markers can be made during the movement when the muscle memory device makes a sound. In one embodiment, the muscle memory device also makes a sound on the user's wrist during playback, so the user can more clearly see the key points of the movement being viewed and the movements that need to be corrected.

[0104] The present application includes the use of Internet of Things data from different devices and this data can be combined into a cloud server or a user's smartphone, computer or other database or memory. This data can be processed, correlated and cross-correlated and input into an application interface to find patterns or situations that positively or negatively affect the user's training, treatment or other activities. This data is very helpful for the user to plan events or activities involving movement.

[0105] While the present application is described herein with reference to implementations of a motherboard inertial measurement unit circuit board, the devices and programs of the present application can be applied to other devices, including existing platforms with movement-in-place detection and processing capabilities.

[0106] A smartphone is configured as a muscle memory device and an Apple watch can also be configured as a muscle memory device as long as the appropriate programs (e.g. applications) are run according to the guidance of the present application to capture and analyze movements. In addition, a muscle memory device can take the form of a smartwatch or other device.

[0107] In one embodiment, muscle memory devices are used on different pieces of equipment, for example on a wristband and / or on shoes. Sound cues can be transmitted to a speaker or earpiece (e.g. a wireless Intra-IC device) to guide and / or provide feedback to the user. Collected data can be transmitted to the user's smartphone and different data streams can be combined side by side or above and below each other (e.g. graphs or statistics, number / percentage of correct movements, degree of change, average degree of deviation, etc.).

[0108] In one embodiment, the muscle memory device is used in conjunction with each member of a team, a subset of members of a team, and / or members of an opposing team. For example, a muscle memory device installed on a football player's shoe. Each muscle memory device communicates with a central collection point that can communicate with a smart phone or other computer device. Data can be collected through a network of receivers at different locations on the sidelines of a playing field, on goal posts, mobile devices on the field (e.g., clipped to a referee's belt). The data can be analyzed and provided in graphical form to a coach for evaluation. The data can be displayed to demonstrate or confirm coordination between players and provide data for a coach to evaluate. This data can be provided with video of the action that shows corresponding data.

[0109] In the preferred embodiments of the application shown in the drawings, specific terminology is employed for the sake of clarity. The application, however, is not limited to the specific terms used, and each specific element encompasses all technical equivalents that operate in a similar manner to accomplish a similar purpose. For example, when describing an accelerometer, a compass (or a north seeking needle), or other components, any equivalent or other device with similar functionality or capabilities, whether or not listed here, can be substituted. Furthermore, the inventors recognize that new developments in technology not known at the present time can also be substituted for the described components, and still be within the scope of the application. All other items described, including but not limited to smart phones, motherboards, athletic equipment, attachment mechanisms, training programs, athletic movements, etc., and all available equivalents should also be considered.

[0110] The application includes a device consisting of an accelerometer, a processing device configured to receive data from the accelerometer and compare the motion indicated by the accelerometer data to previously stored motion, and a feedback device configured to inform a user of the device about at least one aspect of the user's motion. The device can further include a wireless connection between the accelerometer and the processing device for transmitting data from the accelerometer and feedback signals to the feedback device.

[0111] The accelerometer and the feedback device can be mounted on a strap that can be attached to a wrist / ankle, and / or the accelerometer can be attached to athletic equipment, and the accelerometer can be embedded in a smart watch.

[0112] The feedback device can include multiple feedback points that can be individually activated and used to indicate motion errors identified by the accelerometer data. The feedback is different for different variations of the ideal motion.

[0113] The device can calculate at least one aspect of the user's motion, including an amount of deviation from an ideal motion, the amount of change can be communicated to the user via a volume of feedback and a video (at least one of the two), the amount of change can include at least one of a change in position and speed of a pre-set portion of the motion, the reference motion can include at least one of a motion recorded by the device of the user, a motion recorded by a coach or trainer using a similar device, a pre-recorded and downloaded to the device.

[0114] The invention can be embodied as a method of analyzing motion data, comprising the steps of receiving accelerometer data, identifying a relevant motion in the accelerometer data, comparing the relevant motion to a reference motion, and sending a feedback indication of the comparison. The step of comparing can include comparing to a reference motion in up / down (e.g., x-axis), left / right (e.g., y-axis), and forward / backward (e.g., z-axis) motions, at least one of the three (the axis designations can be different). The step of comparing can include feeding the accelerometer data into an equation representing the reference motion, the equation can include an acceptable margin of error for the motion to determine whether to issue a negative feedback signal.

[0115] The step of comparing can include comparing data points of the accelerometer data to corresponding synchronized data points of the reference motion. The feedback can include an audible or vibrational notification indicating an incorrect motion, and can include an audible alert at a higher pitch when the motion is too high, and at a lower pitch when the motion is too low.

[0116] The inventor has also realized that the volume and other parameters of the feedback can be modified or changed as the feedback is provided, and that the feedback provided is simultaneous with the motion being evaluated. In one example, the volume of the feedback can be changed based on the amount of deviation between the motion being performed and the stored motion being replicated. For example, the motion performed by the user can be substantially correct at the beginning, deviate more significantly later, and end with a good follow-through motion matching the follow-through motion of the stored motion, in which case the volume of the feedback starts low as the user performs the follow-through motion, increases rapidly as the motion progresses, and tapers off (and actually stops) as the user performs the follow-through motion. In this way, the bulk of the feedback occurs while the user is performing the motion, and the feedback stops before the motion is completed because the motion was performed correctly (or within a predetermined range of allowable motion deviation).

[0117] The method can further include the steps of communicating with a remote device operated by a professional, and receiving or downloading prescribed or suggested motions from the remote device.

[0118] The method can further include the steps of recording accelerometer data during the demonstration action and using the recorded data to determine if subsequent actions are similar within a predetermined range. In one example, the remote device can be an automated machine designed to perform any function of a pitch, serve or perform an automated machine (e.g., ping pong robot, pitching machine, etc.). Using the example of a ping pong robot, the robot can be coded or provided with a series of specially designed hitting actions to test the actions loaded into the device by the user. The robot (or robot control device) can receive communications regarding the user's performance and, based on the amount or type of feedback received by the user, increase the speed, spin or other characteristics of the serve or can further vary the parameters around the weak points.

[0119] There is a need for improved techniques and methods to effectively capture and accurately evaluate the actions and other processes described herein, which in some embodiments are outlined as a digital coaching device. Processing speed and accuracy can be improved by focusing on describing and capturing the action and using it as a time stamp (e.g., only as a time stamp). The time stamp can be recorded by the inertial measurement unit for a specific period of time. This period of time can be a period of time after the start of the action, which can be identified in a variety of ways, such as by comparing a series of time stamps that show a similar path (e.g., the start of the action) to a pre-recorded action (which itself can be a time stamp).

[0120] In this case, the inertial measurement unit records and tracks all the information it is capable of recording, such as speed, acceleration, position, rotation, pitch, yaw angle and all the data points collected over time. Collecting over time means that it is capable of recording all the above values hundreds of times per second.

[0121] The device is set (by coding or electronics) to use these data points and the entire data structure (recorded by the inertial measurement unit) to perform calculations and feedback that are unique to the invention and the situation and goals it is directed at.

[0122] In various embodiments, the user can record (and stop recording by pressing the button again, or on a third party device such as a smartphone) by pressing the device button, and the inertial measurement unit is collecting time stamps and data structures until the button is pressed again to stop recording. For example, each action, acceleration and / or position information produced rapidly and successively by the inertial measurement unit is time stamped and stored in a data structure. This is the recording function of the device, and the recording of the action / path can be a collection of data time points.

[0123] The data structure can be passed as an argument to a sub-routine call, or as a parameter to an application interface, or directly from one device to another (such as from a device to a ping pong robot or other computer device (such as a smartphone) for further analysis, prediction, etc.). This type of structure makes the management and use of action data and parameters more efficient.

[0124] The data structure can further include one or more reference points, for example: when a user extracts a portion of an action, the data structure can contain one or more time stamps marking the start and / or stop position of the portion of the action to be practiced or drilled. The data structure can include weighted points, and identify the portions of the motion that need to be more strictly weighted in any analysis. For example, an action can include 3 or more portions, such as a preparation portion, an impact portion, and a follow-through portion, each of which can be weighted differently. The weighting value can be a tolerance or error range allowed, such as a percentage deviation from the recorded parameter. For example, in one embodiment, the preparation portion can have a 20% allowed deviation, the impact portion a 5% allowed deviation, and the follow-through portion a 30% allowed deviation. The deviation can be set as a combination of speed and position variance, typically evaluated separately and with their own associated feedback type (ex: different parameters, different feedback types), or the parameters can be combined and evaluated at the same time with the same feedback type (ex: varying according to the amount of deviation from the reference action).

[0125] The portions of the action can be automatically segmented into portions, or the user can use an application or other program described elsewhere herein to allow the user to segment the action into the portions they desire. The application also allows the user to associate a tolerance percentage or other marker with each segment or portion of the action. The application further allows the user to select other parameters of the variables and set values that can change the type or amount of any comparison or feedback (ex: selecting or setting the expected settings for each segment or the entire action, feedback during the action and / or coaching after the action).

[0126] Of course, the device can give instant feedback based on the comparison of the movement, but now the device uses a more effective method to update the actual giving of the feedback. When the user presses the button (which can be a single press or a long press, or two or three presses), the long press for a second or so enters the training mode, and then the device compares the current movement being performed with the previously recorded movement. However, the change is reflected in the feedback. The feedback can but does not have to be given during the performance of the movement. For example, the user can have deviated from the original path at the beginning, so the device is able to give multiple forms of feedback at the same time, such as sound, sound instructions and vibration (which can together represent one movement deviation, or represent multiple different aspects of the movement deviation). However, if the user is on the correct path of the original movement at the subsequent part of the movement (for example within the specified tolerance), the feedback will stop, thus telling the user that this part of the movement is correct.

[0127] In addition, the function of the feedback can be "inverted", i.e. when doing the exercise movement, if the user's movement is correct, they will also get some feedback (perhaps very light sound), so as to actually let them know (rather than nothing) that they are correct, and this positive reinforcement can create the effect of a real trainer.

[0128] The recorded movement / action (or data points) in the movement constitutes the entire record completed using the device. However, in fact only some part of the movement / action is relevant. The movement into the correct position, the preparation movement and the subsequent movement are not always part of the movement that the user intends to practice. The user can choose (on the phone) to "crop" the movement so that it only includes the relevant part that they want to practice. However, based on the preparation movement and the subsequent movement, we can provide feedback to the user to let them "get into the right state" so that they start the movement correctly. It can be all forms of feedback, but the best is sound feedback, guiding the user on how to get into the correct position and preparation, and when to really start the ideal movement that they want to practice.

[0129] While "irrelevant" actions can be cropped and / or not used in evaluating the action in question, those irrelevant actions can provide information, particularly when evaluated over time, which can improve the accuracy of the action in question and provide more accurate predictions. Preliminary actions, stances, etc. can themselves need improvement and can themselves be "actions" that are evaluated directly. Further, even if preliminary actions and stances, etc. are not evaluated directly, the recorded information about those actions or positions can be evaluated and used for other purposes, or provide preliminary information about the user's readiness or statistical / guidance feedback. For example, by evaluating such actions in the background, and comparing them to successful and unsuccessful instances during training or play, the device can gain information about the user (e.g., poker trajectories). For example, it can be determined that if the user's stance begins to lean to the left, then he is less likely to complete certain actions, such as a reverse spin return, correctly. These "trajectories" can be fed back to a robot or other device practicing with the user, and can also be made known to the user, so that they can be eliminated or utilized to the user's benefit. Various embodiments can include using these trajectories to decide automatic serve characteristics or other automatic practice devices. The feedback of the device can be utilized to indicate these trajectories, e.g., by alerting the user with a short pulse when the user's stance is leaning to the left or right (e.g., pre-feedback). For example, a robot can be programmed to recognize this, and to serve more to the right when the user actively leans to the left (or when the user begins to lean). The user can be provided with relevant information before or after using these approaches.

[0130] In one embodiment, the muscle memory device performs all analysis and packages a shorthand instruction set to the robot, which can include a change parameter for the previous shot, e.g., "+10L S" meaning to increase the spin by 10% to the left. Such instructions can arrive after the shot and / or at any time before the next shot (e.g., the robot changes the way it serves each shot, and the change parameter is added to the next similar shot. Of course, this is just one example, and the change parameter can be applied to different shots or only to the exact same shot).

[0131] In one embodiment, the trajectory is recognized and a change parameter is sent to the robot based on this and applied to the upcoming next shot. The change parameter based on the trajectory can be to take advantage of the trajectory, e.g., to help the user to illustrate the disadvantage of the trajectory (the change parameter makes the return more difficult) and / or to provide the user with the advantage of the trajectory action (the change parameter makes the return easier for the user). The change parameter and return action are combined with feedback from the device during the shot to amplify (move further from the recorded action) or de-amplify (move closer to the recorded action) during the shot to illustrate how well the user is emulating the recorded action.

[0132] In one embodiment, the following steps can be taken:

[0133] S100: Identify trajectory by muscle memory device based on user’s posture, ready position, actions before, during or after being ready, predictive analysis, etc.

[0134] S200: Prepare change information, stating information about trajectory and / or changed way of hitting the ball due to trajectory;

[0135] S300: Send change information to robot or automated machine;

[0136] S400: At robot or machine, change any of the machine’s position, speed, angle, force, vibration, video playback, coaching dialogue, rotation or other hitting, feedback or other function parameters;

[0137] S500: Identify difference between user’s action and recorded or planned action in real time;

[0138] S600: Provide feedback to user as action occurs (e.g. provide feedback that changes as action occurs, indicating how far user deviates from recorded or planned action, indicative feedback changes as action occurs and device “knows” how user will perform action based on trajectory and predictive analysis of past user actions).

[0139] Trajectory can be a combination of user’s action, posture, etc. information and physiological feedback (e.g. eye movement, heart rate, blood pressure, etc.). Physiological data can be provided by sensors built into the device or by separate and / or independent devices.

[0140] In one embodiment, the machine is an online coaching training device similar to Peloton (live or pre-recorded). Trajectory or feedback can be angle position of feet on pedals, force of hands on handlebars, and can be further combined with existing Peloton-like data (e.g. cadence or rotation speed).

[0141] In one embodiment, power equations can be used to identify trajectory and / or dictate the way the machine responds. Furthermore, in some embodiments, when using interactive, AI or static coach guidance, the changing parameters can alert the “coach” of the trajectory, and the “coach” can then give instructions (keep weight centered on left leg, straighten ankle, lean left, etc.).

[0142] In one embodiment, the device identifies the trajectory and alerts another program (such as a coaching program) that there is a trajectory, providing coaching assistance to correct the user’s error or reinforce the user’s good action. In another embodiment, while the user is performing an action (such as riding a spin bike, playing ping pong, etc.), the coaching response is modified based on the trajectory or the information about the trajectory is communicated to a real coach. For example, in a program with one or more typical coaching responses, the typical response is changed to a response modified based on the trajectory. In one embodiment, the muscle memory device initiates a combination of two or more (or all) coaching responses, shot variations (or other machine actions), and feedback, where the feedback varies in intensity, tone, vibration, etc. depending on the degree of deviation between the user’s action and the stored action.

[0143] In one embodiment, the trajectory is not identified by the device, but rather the action data is provided by the device to a connected AI analysis or machine learning environment, the trajectory information is derived from the action data, and any identified trajectory (or any predictive analysis related to analyzing the user’s subsequent actions) is communicated to the robot or other device.

[0144] Thus, in various embodiments, analysis about the user’s performance, determined by comparing the action to saved actions over time (such as multiple practice actions), can be utilized and fed back to other devices, such as a ball machine, treadmill, bike (such as Peloton), rowing machine, or other device, to modify any one or more parameters of the device. For example, in a cycling training, it can be revealed through the comparison that the user has a problem with maintaining posture, and with the data, the user can be coached to maintain a flat terrain (in this case, a coach similar to Peloton can talk to the user through a display terminal) rather than going through additional uphill climbs. For any training device that can address issues determined via the action comparison through coding, similar decisions can be made and combined with external coaching or explanation to tell the user what aspects need to be improved. For example, a wearable device is configured to capture the user’s action and transmit data capturing the action, information capturing the action, comparison to stored actions, and / or comparison information about a remote device that interacts with the user, where the transmitted data changes a parameter of the remote device such as speed, direction, or other quantity. In one alternative, the information is transmitted to a remote smart coach or human coach, which transmits coaching instructions to the user through a network or video feed related to the compared action.

[0145] If a user has not used the device for a while and now decides to practice again, there is no need to worry, their previous movement history has been recorded. The history can be stored on the device or remotely (e.g., in a cloud server). From the history, the device can calculate the past movement patterns and what movement is most likely to occur now (most likely path or movement). This prediction can be based on the most relevant parts of the movement, the entire movement and / or gesture, the preparatory movement, and / or other parts, or a combination including any of the foregoing. Based on this, instructive feedback can be given based on their previous errors and deviations. Not only can the user be instructed with "go left, go right, speed up," and the like, but the previous tendencies, things to watch out for, and how to correct them properly can be quickly summarized. This can be presented in the form of sound, or it can be displayed on the screen of the smartphone, without being long and tedious. For example, the movement history can be analyzed by a few key words to directly point out the problem, such as any one or more of the known tendencies, including too slow, leaning to the left, not swinging arms wide enough, picking up the pace, standing to the left, and the like.

[0146] Another added feedback is the overall feedback after the movement is completed, which the user receives during the practice, and the third feedback is the overall feedback the user receives after the practice movement is performed (the first and second are immediate sound and vibration feedback). Here, the entire movement performed by the user can be summarized, not just a simple sound and vibration, but a comprehensive summary in the form of sound and visual / textual description on their smartphone. This can provide the added benefit of feedback from a real trainer (or a realistic virtual trainer) to help the student correct their posture in real life and give feedback based on their performance and execution. In one embodiment, a comprehensive coaching feedback is provided. The comprehensive coaching feedback can be a comment about the movement (e.g., a sound saying "your starting movement was high, but you completed the movement correctly"). In one embodiment, the coaching feedback includes what the user did wrong and what the user did right, thus providing some positive feedback as well as things to correct. The positive feedback can be given in every coaching feedback or can be included randomly, thus making it more effective as a reinforcement. The positive feedback can be provided when the user starts to perform the movement correctly but less frequently (or not at all), or a simple positive feedback can be given when the device recognizes that the user has mastered the movement completely. Thus, embodiments can include gathering data on the user's proficiency with some or all of the identifiable movements, so that appropriate positive feedback can be provided and not overwhelm or unnecessarily feedback to the user.

[0147] In one embodiment, the proficiency of a user in various motions can be connected with, or otherwise communicated to, online gaming platforms such as Roblox (or standalone games), and used to unlock levels, weapons, or other items. Similar patterns can be applied to other platforms based on different activities. For example, a cross-country coach can provide equipment to their team, and the data tracked by the equipment, such as distance, course time, etc., can be used to unlock levels, weapons, or other items in a corresponding cross-country game environment (e.g., cross-country skill or endurance equates to extra ammo, better weapons, or levels in a shooting game). The last of these points in parentheses proposes a transfer of skill or professionalism in the physical world into credits or progress in virtual worlds that can be unrelated to the real-world activity being tracked and monitored (although some synergy is expected when the real-world activity and the virtual world have some common connection, such as actual soccer training and a virtual soccer in a game environment). Thus, in one embodiment, tracking user motions and recording improvements and progress of a user’s goals (e.g., as compared to stored motions) can be used to obtain rewards for such progress in game environments related or unrelated to the motions. This can be used to incentivize users to perfect their motions, as well as to advance game progress.

[0148] If the user prefers shorter coaching sessions (just saying where to go wrong), the positive feedback can be turned off in the settings. In one embodiment, the positive feedback and other feedback provided can be tracked and stored in a data structure associated with the motion. Such feedback can be used for prediction or reporting, and transmitted to programs or applications associated with the motion to other devices. In one embodiment, the feedback is sent to a platform that posts the feedback and / or various other data on social media or a club platform / application, or automatically sends the relevant comic to the signature line or header of an email. In one embodiment, the platform posts a demonstrative comic (e.g., the user’s comic) about performing the motion through the parameters or other data contained in the data structure, which can be a dynamic GIF showing the motion, and can include a highlighted portion of the motion that is out of tolerance. Such a comic can be the best, worst, last, series of motions (e.g., from first to last, or other combinations), a compilation or average of the most recent motions of the user.

[0149] In various embodiments, secondary feedback or “warnings” can come into play, critically criticizing the user that they are not improving and consistently making the same mistakes. Such warnings can be given when the user is not making progress in an exercise or series of exercises, or is not improving over a predetermined length of time. In terms of feedback, the criticism can be more severe, focusing on the “worst” parts of the user’s mistakes. In one embodiment, the criticism can increase steadily or exponentially. This is to ensure that the user is inclined to make the overall motion at least relatively correct.

[0150] Over time, the device can also collect motion intelligence of the user and point out the trajectory the user is leaking, thereby stopping or controlling the trajectory, and after identifying and controlling the trajectory, it can be used by the user to shake off the opponent in a tournament. In one embodiment, the feedback provided to the remote device (e.g. a table tennis robot) explicitly points out or provides the trajectory (in raw or processed data form) and instructs the robot to perform a smash, spin, or serve in a way that helps to correct or exploit the weakness revealed by the trajectory.

[0151] In terms of trajectory feedback and overall feedback on the phone, it can be challenging to look at the trajectory and make comparisons. However, in various embodiments, we can simplify the feedback, where the basic ball-shaped marker on the phone that represents the device's position, and feedback is given according to G-force feedback (as experienced by a driver while driving a car). The sides and edges of the phone are simply highlighted with different colors (from red to green, with different brightness), to simply provide feedback according to the user's current imperfections and out-of-range compared to the original ideal motion.

[0152] The above can be implemented by the device itself, when the user wears the device, different sides of the device are highlighted, in order to give light effect indication on the device, to constitute another form of feedback that the muscle memory device can provide, for example, hearing-impaired users can also benefit from the same from the device. Embodiments of the above can be individually controllable LED (such as micro-LED) light strips in a linear or multi-dimensional array, and feedback can be to light up one or more LEDs, light up a pattern of LEDs, and / or operate movable objects (such as arrows) along the edges of the device. It is recommended to use very small but bright LEDs, which work best. For example, the LEDs can constitute a display screen, on which images can be played, such as representations of movements, and areas that need to be improved are highlighted.

[0153] In one embodiment, the above and other variations can be implemented as an orientation device, such as a compass or a north finder (e.g., always shows north). In addition, the device can "light up" the direction in which the user should move to do the right action, thus giving the user a visual cue that they understand "oh, when I move from top to bottom, the light is green and indicates which direction I should move in." This light effect indication can also be used as a three-stage teaching method, completely ignoring the speed of the movement that should be done, and instead guiding the user to perform the correct path of movement. The speed of the movement of the exercise is not the most important thing, and the focus should be on the correct path of the original movement. After learning the correct path of the movement, the speed of performing the movement can be increased. For example, the user performs the movement slowly while watching the device, and the same light effect can appear instantaneously at a faster speed when performing the movement instantaneously. In one embodiment, the device recognizes the slow motion based on the movement and the slower speed, and can recalibrate the movement, replicate and / or insert the time stamp of the actual movement to prepare a "stretch" reference movement for comparison. In other embodiments, the device does not replicate the time stamp, but the timing of each time stamp is increased to match the speed change that the user can have during the entire movement, and the device matches the user's time instead of issuing time or speed alerts, which are usually generated in normal operation mode.

[0154] Thus, in various embodiments, the device actually guides the user to use the proper movement skill without too much disturbance from sound and vibration, making it easier for the user because they do not need to focus on speed, fast movement, rotation, etc., which can be achieved by practicing in slow motion. However, in general, they should be gradually familiarized with the basic movement before introducing more difficult steps of using the correct skill.

[0155] Figure 9 A design of a muscle memory device is shown, which can be worn on the wrist or ankle via a wristband. The device can also be placed in a dedicated pocket on the clothes, but preferably fixed so that it is stationary relative to the body part being measured, but can also be placed in a standard pocket without being fixed. The device can be further attached to equipment such as a bat, shoes, a racket, gloves (such as a baseball glove), etc. The device can be fixed by glue, Velcro, or screws, and other attachment methods such as buckles, buttons, etc. can also be used.

[0156] The external design of the muscle memory device includes a switch button 901, a light effect feedback indicator 902, which can be operated as described above, for example, to provide visual feedback during the execution of a movement, and which can also be used to confirm the activation of the device, its deactivation, and the execution of a recording. In one embodiment, the light effect feedback indicator 902 (and / or any of the sound and / or vibration feedback) can be scaled down, thereby providing feedback for only a certain portion of the movement. This can be very useful when the user is focused on training or practicing only a certain swing or movement aspect. In this case, the recorded movement is limited to the selected portion of the movement, and only partial feedback of the movement is provided. This can be achieved by coding the selected movement portion through the connected application or other means. The device can use the ready position and the early part of the movement to identify the movement being practiced, and then provide feedback during the execution of the marked portion of the movement by the user.

[0157] Thus, the user can use the application that has access to a plurality of stored movements, all of which can be uploaded to the device. The user can view the timeline of the movements on the application, and highlight the portion of the movement that the user wishes to practice, and set the device to provide feedback only for that portion of the movement. In one embodiment, the feedback appears only during the execution of the required portion of the movement, and not at other times. In another embodiment, a steady tone or other feedback is continuously emitted before the beginning of the selected movement, and the feedback is varied as described above during the selected movement. In yet another embodiment, a steady tone or other feedback is continuously emitted before the beginning of the selected movement, and then a second tone appears, which remains steady if the movement of the user is within the acceptable deviation range of the recorded movement. However, if the acceptable deviation range is exceeded, the tone varies according to the size of the deviation, in this way, the user is informed which portion of the movement is being monitored by the device, and the user's attention can be focused.

[0158] In one embodiment, different segments of the movement (or marked portions of the movement) have different degrees of acceptable deviation. For example, in table tennis, the early movement to contact the ball can have a higher acceptable deviation range, the instant of contact with the ball can have a second, higher acceptable deviation range, and the subsequent movement portion can have a third acceptable deviation range. In this case, the sensitivity of the feedback can be lower for the movement portions with higher acceptable deviation ranges.

[0159] Returning to Figure 9 , the position alignment marker 903, the battery charging connector 904 are shown. In Figure 10 , the vibration device (vibration motor 1005) and the sound (sound feedback speaker 1006) feedback devices installed in the device are shown. In Figure 11In the middle, the switch button 1101, the inertial measurement unit sensor 1102, the plate-shaped light emitting diode 1103, and the central processing unit 1104 are also mounted on the main board.

[0160] Portions of various embodiments can be easily implemented by a conventional general purpose or a specialized digital computer, or microprocessor programmed according to the teachings of the present specification, as will be apparent to those skilled in the computer art.

[0161] Program code, or portions of it, can be written in accordance with the teachings of the present specification to accomplish the processes described herein, or it can be adapted from program code known or developed by those skilled in the art in light of the present disclosure.

[0162] The present application includes a computer program product which is a storage medium (media) having instructions stored therein or thereon, the instructions which can be used to control or implement and / or cause a computer to implement the processes of the present application. The storage medium can include without limitation: any type of disk including floppy disks, magnetic disks, optical disks, DVDs, HD-DVDs, Blu-ray discs, CD-ROMs, CD or DVD RW+ / -s, micro drives, magneto-optical disks, ROMs, RAMs, EPROMs, EEPROMs, DRAMs, VRAMs, flash memory devices (including flash cards, memory sticks), magnetic or optical cards, SIM cards, MEMS, nanosystems (including molecular memory ICs), RAID devices, remote data storage / recordal / repositories, or any other type of media / media device suitable for storing instructions and / or data.

[0163] Present application can be stored on any type of computer readable medium, including the instructions and / or data associated there with representing a procedure such as those manufactured by the assignment, based on the present disclosure and desires of the inventor. Such computer readable media, include, without limitation: magnetic tapes, hard disk drives, Compact Disc Read Only Memory (CD-ROM), DVDs, Random Access Memory (RAM), and Read Only Memory (ROM). The computer readable media does not include carrier waves and / or other propagating / transitory signal transmission media although such media can be used in communication modalities implementing this application. The present application is directed to any medium that is deemed to be a computer readable medium at any time in the future.

[0164] The software modules for the general purpose / computer or microprocessor (software) include instructions for implementing the present application including, without limitation: recording motion data, analyzing motion data, comparing motion data, outputting alerts / sounds (including voice), and displaying, storing or transmitting results according to the procedures of the present application.

[0165] The present invention consists of any element, component or function described herein. Furthermore, the present invention can be used without any element, whether explicitly disclosed herein or not. Many modifications and variations of the present invention will be apparent to those of ordinary skill in the art from the foregoing guidelines, based on the teachings herein. Thus, it is intended that the present invention encompass all such modifications and variations as fall within the scope of the appended claims. It is to be understood that the singular forms "a", "an", and "the" include plural referents unless the context clearly dictates otherwise. It is to be understood that the terms "including", "comprising", "consisting" and "substantially comprising" are to be construed as open terms meaning that other elements can also be present. Recitation of ranges of values herein are merely intended to serve as a shorthand method of referring individually to each separate value falling within the range. Unless otherwise indicated herein, each individual value is incorporated into the specification as if it were individually recited herein. All methods described herein can be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The use of any of the following "connecting terms" is intended to be open-ended and not limit the meaning of any of the noted clause elements, recited or referred to herein. The terms "comprise", "comprising", "include", "including", and the like, when used in this specification and / or claims, specify the presence of stated features, elements, and / or components, but do not preclude the presence or addition of one or more other features, elements, components, or steps.

[0166] List of Reference Signs:

[0167] 100: muscle memory device

[0168] 110: strap

[0169] 702B: light feedback

[0170] 200: component communication

[0171] 210: inertial measurement unit

[0172] 220: main board

[0173] 230: piezoelectric

[0174] 240: selection switch

[0175] 250: input / output device

[0176] 255: cloud

[0177] 260: robot

[0178] 270: visual display

[0179] 275: fitness device

[0180] 280: mobile device

[0181] 300: software code

[0182] 310: contrast data

[0183] 320: software

[0184] 322: action

[0185] 324: action

[0186] 326: selection

[0187] 328: function

[0188] 330: local data

[0189] 340: input / output communication

[0190] 400: muscle memory device

[0191] 401: switch

[0192] 402: piezoelectric

[0193] 403: power switch

[0194] 404: inertial measurement unit

[0195] 405: main board

[0196] 500: motion device

[0197] 510: housing

[0198] 520: power button

[0199] 530: selection switch

[0200] 540: piezoelectric port

[0201] 600: accessory device

[0202] 610: corresponding threaded fitting

[0203] 620: threaded mount

[0204] 700: motion comparison process

[0205] 710: step

[0206] 730: decision block

[0207] 740: step

[0208] 750: step

[0209] 800: application

[0210] 810: radio button

[0211] 820: radio button

[0212] 830: button

[0213] 835: details

[0214] 901: switch button

[0215] 902: light effect feedback indicator

[0216] 903: position alignment marker

[0217] 904: battery charging connector

[0218] 1005: vibration motor

[0219] 1006: sound feedback speaker

[0220] 1101: switch button

[0221] 1102: Inertial measurement unit sensor

[0222] 1103: Plate-shaped light emitting diode

[0223] 1104: Central processing unit

Claims

1. A device for training and tracking of athletic and muscle memory, comprising: an accelerometer; a processing device configured to receive data from the accelerometer and compare the motion indicated by the data of the accelerometer to a previously stored motion; and a feedback device configured to issue a notification to a user of the device regarding at least one aspect of the user's motion; wherein the feedback device issues the notification based on a comparison of the user's motion captured in the data received for a less than full speed practice motion to a previously stored same motion at full speed.

2. The device for training and tracking of athletic and muscle memory of claim 1, wherein the feedback device comprises a visual representation for indicating a direction in which the user should move.

3. The device for training and tracking of athletic and muscle memory of claim 2, wherein the visual representation comprises a set of lights that light up in the correct direction in which the user should move.

4. The device for training and tracking of athletic and muscle memory of claim 2, wherein the visual representation comprises a set of lights that use color to indicate the direction in which the user should move.

5. The device for training and tracking of athletic and muscle memory of claim 2, wherein the speed of the motion is not considered when evaluating the user's motion.

6. The device for training and tracking of athletic and muscle memory of claim 1, wherein the processing device is configured to compare a stored motion to a motion being performed by a user wearing the device, taking into account a speed difference between the stored motion and the motion being performed by the user when making the comparison and assuming the same speed for both.

7. The device for training and tracking of athletic and muscle memory of claim 6, wherein the stored motion comprises a full speed motion that includes a set of accelerometer data points that are similar throughout the stored motion, wherein one of the stored motion or the motion being performed is adjusted to compensate for speed by adding, removing or inserting one of the data points so that the motions can be compared at similar points.

8. The device for training and tracking of athletic and muscle memory of claim 7, wherein the adding, removing or inserting is performed at different rates at different portions of the motion.

9. A device for training and tracking of athletic and muscle memory, comprising: an accelerometer; a processing device configured to receive data from the accelerometer and compare the motion indicated by the data of the accelerometer to a previously stored motion; and a communication device configured to send a marker of proficiency of a user's motion to an online gaming platform relative to a previously stored motion.

10. The device for training and tracking of athletic and muscle memory of claim 9, wherein the online gaming platform enables one or more functions of one or more games on the platform by the proficiency of the user's motion.

11. The device for training and tracking of motor and muscle memory of claim 10, wherein the one or more functions include one or more levels, weapons, tools, keys, or other items in one or more games.