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Walk simulation apparatus for exercise and virtual reality

a virtual reality and exercise technology, applied in the field of exercise platforms, can solve the problems of nausea and no exercise devices, and achieve the effects of reducing friction, facilitating manufacture and maintenance, and significant health benefits

Inactive Publication Date: 2009-04-30
WILLIAMS JULIAN D
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0012]The objective of the disclosed invention is to provide a locomotion platform. The apparatus is a concave platform for a user to stand on. The platform and / or the user's footwear are manufactured in such a way as to reduce the friction between them. Further objectives are that the users remain constrained to the platform area and that they may turn and walk in any horizontal direction. The locomotion platform has been designed to encourage people to exercise as well as change the way that computer games are played. The concept is to allow a person to physically walk and run around within a first person computer game or training simulation. The present invention is simple, compact, contains no moving parts, and is easy to manufacture and maintain. The health benefits are significant. The age when many children spend a large amount of time playing games coincides with the 11 to 14 age group. This period is thought to influence a person's attitude to exercise throughout their life. Many parents are concerned about the amount of time their children spend sitting during their favorite pastimes. Brisk walking is now regarded as probably being the best form of exercise. A twenty minute walk, three times a week can provide much of the exercise people need. But no exercise device is beneficial unless it gets used. This health improving opportunity stems from providing frequent, weight-bearing, aerobic and cardiovascular exercise of sufficient duration, without it feeling like a chore. Considering that no one books a ski vacation just to get fit, exercise should be fun. The fact that the locomotion platform can be used in private will appeal to those in need of exercise but who are self-conscious about doing so in public.
[0013]The present invention makes the gaming experience much more immersive and thus far more entertaining. If greater immersion is attained, it will also make serious virtual reality training exercises more effective, and in the opinion of military leaders, fire-chiefs and many others, that saves lives. Computer game interfaces have not fundamentally changed since their inception. They require the player to view the action through a ‘window’ (screen) and control events by pressing keys. Many people think this to be a significant drawback as it prevents the player from feeling part of the action. The rapid growth of the computer games market has been driven more than anything else by achieving greater levels of immersion. The present invention recognizes that there is a limit to how immersive games can be when players remain ‘outside’ the game (i.e., looking in) rather than feeling they are ‘in’ the game.
[0016]In an exemplary embodiment of the present invention, a locomotion platform device permits a user to walk, run, crouch, jump or change direction, and continue these motions without impediment, while actually remaining constrained to the area of the device. A platform includes an upward facing, parabolic, concave surface upon which the user stands while performing the motions; and a mechanism for reducing friction of a portion of the user's footwear or feet contacting the surface of the platform sufficiently to allow omni-directional motion; wherein users do not move substantially away from a center of the platform as the user moves his / her feet.
[0017]In another exemplary embodiment of the present invention, a simulation system comprises a locomotion platform permitting a user to walk, run, crouch, jump or change direction, and continue these motions without impediment, while remaining constrained to the area of the device, where the platform includes an upward facing, parabolic, concave surface upon which the user stands while performing these motions. The system includes a mechanism for reducing friction of a portion of the user's footwear or feet contacting the surface of the platform sufficiently to allow omni-directional motion; wherein the user does not move substantially away from a center of the platform as the user moves his / her feet. A screen at least partially surrounds the platform wherein background images are projected onto the screen; and a camera is disposed between the screen and the platform.

Problems solved by technology

But no exercise device is beneficial unless it gets used.
Many people think this to be a significant drawback as it prevents the player from feeling part of the action.
Some people experience nausea when playing first and third person computer games.

Method used

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  • Walk simulation apparatus for exercise and virtual reality
  • Walk simulation apparatus for exercise and virtual reality
  • Walk simulation apparatus for exercise and virtual reality

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Embodiment Construction

[0043]Notwithstanding any other forms that may fall within the scope of the present invention, preferred forms of the invention will now be described, by way of example only. A person skilled in the relevant art will recognize that other components and configurations can be used without departing from the spirit and scope of the invention.

[0044]In general, the locomotion platform is of very simple construction, comprising a two to eight (preferably three to four) foot wide dish with a very low friction coating on which the user stands wearing special footwear. The user performs a simulated walking action in any direction without actually moving any distance. The user can either be surrounded by projected computer displays (for certain professional uses such as television) or wear virtual reality eyewear.

[0045]FIG. 1 illustrates one exemplary embodiment of a locomotion platform 2. The platform upper surface 6 is concave and upward facing. The platform 2 is of firm enough construction...

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Abstract

A locomotion platform device enables a user to perform a simulation of various motions including walking and running. The device comprises a locomotion platform having a concave upward facing surface. The platform and / or the user's footwear incorporate a mechanism to reduce friction between the user and the surface of the platform in order to allow the user's feet to move freely.

Description

[0001]This application is a continuation-in-part of co-pending U.S. patent application Ser. No. 10 / 853,886 filed May 26, 2004, which claimed the benefit of and priority from U.S. Provisional Patent Application Ser. No. 60 / 474,780 filed May 29, 2003, the benefit and priority of which is also claimed by the instant application.FIELD OF INVENTION[0002]The present invention relates in general to an exercise platform. In particular, the present invention relates to a walk simulation apparatus for exercise and virtual reality.BACKGROUND OF THE INVENTION[0003]There is a growing demand for exercise machines to become more entertaining and less tedious. Similarly, users of virtual reality computer games wish to enhance their experience through physical stimulation and exertion, thereby increasing their “immersion” in the game. To this end many developments have sought to improve the computer gaming experience, for instance through three-dimensional visual graphics, ‘surround sound’ audio and...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63B22/14
CPCA63B23/0464A63B69/0035G06F2203/012A63B2220/803G06F3/011A63B2071/0644
Inventor WILLIAMS, JULIAN D
Owner WILLIAMS JULIAN D
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