Exercise and video game chair

a video game and exercise technology, applied in the field of unique design of exercise chairs, can solve the problems of not being able to achieve prior art does not include a simulator which provides the opportunity for strenuous exercise by the operator, and achieves optimal aerobic level of physical exertion. , the effect of providing realism to video games

Inactive Publication Date: 2011-04-14
BRODERICK BENJAMIN KARL
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0004]Other game functions could be provided with conventional pushbuttons located at the end of the arms or the foot support mechanisms. It is envisioned that the invention would work optimally with games that would simulate the motion of an athlete such as boxing, skiing, basketball and the like. Additionally, new software titles that would take advantage of the invention would be usable as well. The use of the present invention provides not only a new and unique method of playing video games, it also adds movement and exercise to a pastime that has been plagued by the lack of physical activity
[0005]The prior art includes many varieties of exercise machines: exercycles, rowing machines, and weight-lifting machines found in fitness centers. None of these has a video game which is connected to the machine. There are a multitude of video games on the market which incorporate randomly generated targets to be “destroyed” by the operator by manipulation of hand controls by the operator. The operation of these games is almost effortless, with respect to the expenditure of physical energy by the operator; there are none that can be employed to achieve an optimal aerobic level of physical exertion for cardiovascular conditioning.
[0006]There are also known various monitor game machines which simulate such activities as the flight of an airplane attacking enemy bombers, driving a car at high speed through traffic or in a race or obstacle course, and the like. These devices may employ a video unit comprised of a computer, program, and video screen. The cockpit or seat of the operator typically will tilt, rotate, or otherwise move in response to controls manipulated by the operator. The object of these inventions is to provide realism to video games. Two such inventions are U.S. Pat. No. 4,461,470 Astroth, dated Jul. 24, 1984, and U.S. Pat. No. 4,478,407, Manabe, dated Oct. 23, 1984. However, the prior art does not include a simulator which provides the opportunity for strenuous exercise by the operator.
[0007]In view of the above circumstances, an object of the present invention is to provide a lithium-ion battery which retains high safety while having high capacity and high power.SUMMARY OF THE INVENTION
[0009]The present invention relates to a chair specifically designed to enhance the experience of a video game player. The device comprises a chair member including a horizontal seat portion with a backrest portion vertically extending therefrom. Both the seat portion and backrest portion are preferably encapsulated with a padded foam material for enhanced comfort.

Problems solved by technology

The operation of these games is almost effortless, with respect to the expenditure of physical energy by the operator; there are none that can be employed to achieve an optimal aerobic level of physical exertion for cardiovascular conditioning.
However, the prior art does not include a simulator which provides the opportunity for strenuous exercise by the operator.

Method used

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  • Exercise and video game chair
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  • Exercise and video game chair

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Embodiment Construction

[0030]The present invention describes an apparatus and method for an exercise and video game chair (herein described as the “apparatus”) 10, which provides a means for an exercise chair which interfaces with a video game console 80 using a multi-adapter plug 45. In this manner the user can activate game functions by pressing finger buttons 22, moving handgrips 20, and pressing footpads 31. The user's movements are to be governed by resistance mechanisms in much the same manner as resistance type weight machines. It is envisioned that the invention 10 would work optimally with games that would simulate the motion of an athlete such as boxing, skiing, basketball and the like. The invention 10 provides a sound system 51 with various controls 47 and can be either used as a stand-alone exercise machine or used with the aforementioned game console 80 interface.

[0031]Referring now to FIG. 1, a front perspective view of the apparatus 10, according to the preferred embodiment of the present ...

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Abstract

A video game chair for enhancing the enjoyment of a video game includes a chair member formed of a horizontal seat portion with a backrest portion vertically extending therefrom. This is a chair that utilizes arm movement, torso movement, leg movement and finger movement to control video games. The chair's movement is under resistance which is variable to suit the needs of the person playing the game. This resistance allows for a video gamer to benefit from extreme cardio and bodybuilding workouts while having their mind “in the game”. It is intended that this chair would be compatible with multiple video game consoles and computers

Description

PREVIOUS FILING [0001]This application emanates from a previously filed application Oct. 9, 2008.FIELD OF THE INVENTION[0002]This invention relates to a uniquely designed chair that enhances the comfort and experience of a video game player integrated in operation with a video game chair whereas movement of the human body will control the video game.BACKGROUND OF THE INVENTION[0003]Home video game systems are more popular then ever. Modem technological advancements in gaming systems have resulted in literally hundreds of games with unprecedented depth and detail. As these systems evolved, so has the demographic profile of those who purchase and play them. No longer just for kids, these games appeal to children and adults alike. The price of the most popular gaming systems, such as Sony Playstation™, X-Box 360™ and Sega™ have fallen in recent times making them even more common. All of these facts have resulted in widespread use of such games and an increase in our sedentary lifestyle...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63B26/00A63F9/24
CPCA63B22/00A63B23/00A63B2024/0096A63B2210/02A63B2243/0037A63B2244/102A63F2300/8005A63F13/08A63F2300/1018A63F2300/1025A63F2300/1043A63F2300/1068A63B2244/19A63F13/23A63F13/24A63F13/816
Inventor BRODERICK, BENJAMIN KARL
Owner BRODERICK BENJAMIN KARL
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