Multi-somatosensory control type fitness game machine
Through the multi-body-sensing controlled fitness game console, accelerometers and wireless communication modules are used to collect and process limb motion data in real time, solving the problems of whole-body motion capture and multi-part signal recognition in existing technologies, achieving high-precision and low-latency game feedback, and improving user experience and freedom of movement.
Patent Information
- Application Number
- CN202511015032.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-23
- Publication Date
- 2025-10-10
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing somatosensory gaming devices cannot simultaneously achieve high-precision full-body motion capture, low-latency feedback, and independent signal recognition in multiple parts. In addition, the hardware deployment is complex and the user's freedom of movement is limited.
A multi-body-sensing controlled fitness game console is used, including a central processing unit, an acceleration sensor, a wireless communication module and a wearable part. The acceleration sensor collects limb acceleration data in real time, uses Kalman filtering for noise reduction processing, and transmits it to the game console through the wireless communication module. Combined with the motion trajectory matching algorithm, it is mapped into game instructions.
It achieves high-precision full-body motion capture, low-latency feedback, and independent signal recognition in multiple parts, improving the user's freedom of movement. It also supports health data recording and multi-person collaboration mode, and is suitable for scenarios such as animation games, home entertainment, and digital movies.
Smart Images

Figure CN120754527A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of somatosensory interactive games, and in particular to a multi-somatosensory controlled fitness game machine. Background Art
[0002] Somatosensory gaming devices use sensors, cameras and other technologies to capture player body movements, convert them into game commands, and achieve real-time interaction between body movements and games, replacing traditional handle operations. They allow players to control game characters in a way that is closer to real behavior, while combining multi-dimensional sensory stimulation such as vision and hearing. In addition, they can also provide innovative interactive forms for diverse game types such as sports and fitness, puzzle solving, and music, expanding the game play and application scenarios.
[0003] Current somatosensory gaming devices mainly achieve interaction through a single handheld controller or camera capturing limb movements. The interactive dimension is limited to specific local limb movements. Fitness gaming devices are mostly fixed equipment with integrated screen display functions, lacking interesting interactive designs for coordinated whole-body movements. The sense of immersion in character instructions in animation games and operation signal input in interactive home entertainment links needs to be improved. In recent years, wearable device technology has developed rapidly, but it has mostly focused on the field of health monitoring and has not yet been fully applied to the somatosensory feedback link of game control. It is impossible to simultaneously achieve high-precision whole-body motion capture, low-latency feedback and independent signal recognition in multiple parts. In addition, the hardware deployment is complex and the user's freedom of movement is limited.
[0004] Therefore, a multi-body-sensory controlled fitness game machine is proposed. Summary of the Invention
[0005] The purpose of the present invention is to provide a multi-body-sensing controlled fitness game console that can solve the defects of the existing technology, such as the inability to simultaneously achieve high-precision whole-body motion capture, low-latency feedback and independent signal recognition of multiple parts, and the complex hardware deployment and limited user freedom of movement.
[0006] To achieve the above objectives, the present invention provides the following technical solutions: a multi-body-sensing controlled fitness game machine, comprising a central processing unit, a housing, an acceleration sensor, a wireless communication module, and a wearable portion, wherein the acceleration sensor and the wireless communication module are both mounted on the inner side of the housing; The wearing part includes a headband, an upper arm part, a lower arm part, a thigh part, a calf part and a waist binding part. The outer side of the headband is connected to a structural ring in a damping rotation manner, and the outer side of the structural ring is connected to a secondary hoop in a damping rotation manner.
[0007] Preferably, an adjustment frame is slidably connected to the inner side of the structural ring, and an earphone part is installed on the bottom of the adjustment frame.
[0008] Preferably, a shoulder pad is provided at the top of the upper arm portion, and a connecting ring is sewn to the bottom of the shoulder pad, and the connecting ring is sewn to the upper arm portion and the lower arm portion respectively.
[0009] Preferably, a long pull strip is sewn to the bottom of the shoulder pad, the bottom of the long pull strip is sewn to the thigh, and the long pull strip is divided into two sections and movably connected by a buckle.
[0010] Preferably, module cards are bonded to the outer sides of the upper arm, lower arm, thigh, calf and waist binding, and the inner sides of the module cards are snap-connected to the outer shell.
[0011] Preferably, the acceleration sensor and the wireless communication module are all electrically connected to the central processing unit, and the acceleration sensor, the wireless communication module and the central processing unit are all externally connected to a power supply module.
[0012] Preferably, the upper arm, lower arm, thigh and calf are all made of elastic material, the waist binding is made of a breathable mesh belt, and the headband and auxiliary hoop are both made of polypropylene material.
[0013] Preferably, the outer sides of the upper arm, lower arm, thigh, calf and waist binding are all sewn with Velcro hook surfaces and Velcro fleece surfaces.
[0014] Compared with the prior art, the present invention has the following beneficial effects: When the present application is in use, the upper arm, lower arm, thigh, calf and waist band can be fixed to the limbs and waist respectively, and the headband can be rotated relative to the secondary band to open the headband and the secondary band, and the headband can be fitted to the front of the wearer's head, and the secondary band can be fitted to the back of the wearer's head. When connected to the game console and the action starts, the acceleration sensors installed on the outside of each wearable component collect limb acceleration data in real time during exercise, and the central processing unit installed on the back of the waist band performs Kalman filtering and noise reduction on the raw data, and transmits the data to the game console through a wireless communication module using a dual-mode Bluetooth or Wi-Fi chip. The game console maps the action signal into game instructions through a motion trajectory matching algorithm (DTW dynamic time warping). BRIEF DESCRIPTION OF THE DRAWINGS
[0015] Figure 1 This is an overall structural diagram of the multi-body-sensing controlled fitness game machine of the present invention; Figure 2 This is a schematic structural diagram of the headband of the present invention; Figure 3 It is a structural schematic diagram of the connecting ring of the present invention; Figure 4 It is a control schematic diagram of the main structure in the present invention.
[0016] In the figure, 1. central processing unit; 2. outer shell; 3. acceleration sensor; 4. wireless communication module; 5. wearable part; 51. headband; 52. upper arm; 53. lower arm; 54. thigh; 55. calf; 56. structural ring; 57. auxiliary hoop; 58. waist binding; 6. adjustment frame; 7. earphone part; 8. shoulder pad; 9. connecting ring; 10. long pull strip; 11. module card; 12. power supply module; 13. Velcro hook surface; 14. Velcro fleece surface. DETAILED DESCRIPTION
[0017] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of the present invention.
[0018] See also Figure 1-4 , the present invention provides a technical solution: A multi-body-sensing controlled fitness game machine includes a central processing unit 1, a housing 2, an acceleration sensor 3, a wireless communication module 4, and a wearable portion 5. The acceleration sensor 3 and the wireless communication module 4 are both mounted on the inner side of the housing 2. The wearing part 5 includes a headband 51, an upper arm part 52, a lower arm part 53, a thigh part 54, a calf part 55 and a waist binding part 58. The outer side of the headband 51 is connected to a structural ring 56 for damping rotation, and the outer side of the structural ring 56 is connected to a secondary hoop 57 for damping rotation.
[0019] In this embodiment: a central processing unit 1 using an ESP32 microcontroller and embedded in the back of the waist strap 58, responsible for summarizing the sensor data of each node, a high-strength ABS+PC alloy shell with a protection level of IP54, a MEMS three-axis accelerometer ADXL345 with a range of ±16g and a resolution of 13bit as an acceleration sensor 3, and a built-in MPU-9250 nine-axis IMU sensor integrating three-axis acceleration, three-axis gyroscope and three-axis magnetometer in the head wearable 51, as well as a sEMG myoelectric sensor that can recognize fine movements through muscle electrical signals as an alternative solution. Sensor module, dual-mode Bluetooth / Wi-Fi chip CYBT-343026 wireless communication module 4 supporting low-power Bluetooth 5.0 and Wi-Fi 802.11n, head wearable component 51 including elastic strap structure, built-in nine-axis IMU 15 and adjustable earphone part 7, upper arm 52, lower arm 53, thigh 54, calf 55 limb wearable components made of nylon 66 composite elastic fiber with tensile strength ≥80MPa and built-in acceleration sensor 3, and wearable component 5 with waist tying 58 with breathable mesh belt and embedded central processing unit 1 and power supply module 12, which connects upper arm 52, lower arm 53, the thigh part 54, the calf part 55 and the waist part 58 are fixed to the limbs and the waist, and the headband 51 is rotated relative to the secondary band 57 to open the headband 51 and the secondary band 57, and the headband 51 is fitted to the front side of the wearer's head, and the secondary band 57 is fitted to the back side of the wearer's head. When connected to the game console and the action is started, the acceleration sensor 3 installed on the outside of each wearable part 5 collects the limb acceleration data in real time during exercise, and the central processing unit 1 installed on the back side of the waist band 58 performs Kalman filtering noise reduction processing on the raw data, and wireless communication using a dual-mode Bluetooth or Wi-Fi chip is used. Module 4 transmits the data to the game console, which maps the action signals into game instructions through the motion trajectory matching algorithm DTW dynamic time warping. The data collected by each wearable sensor flows to the nearest node shell 2 and is transmitted to the central processing unit 1 through the wireless communication module 4. After receiving the data, the central processing unit 1 performs Kalman filtering to reduce noise, and uses the motion trajectory matching algorithm DTW dynamic time warping to map the action signals into game instructions, and synchronizes the data to the health system to record indicators such as motion trajectory and calorie consumption. The feedback link is that the central processing unit 1 connects to the game console / display device through the wireless communication module 4.
[0020] Specifically, such as Figure 2 As shown, the inner side of the structural ring 56 is slidably connected to the adjustment frame 6 , and the bottom of the adjustment frame 6 is installed with the earphone part 7 .
[0021] Specifically, such as Figure 3 As shown, a shoulder pad portion 8 is provided on the top of the upper arm portion 52 , and a connecting ring 9 is sewn to the bottom of the shoulder pad portion 8 , and the connecting ring 9 is sewn to the upper arm portion 52 and the lower arm portion 53 respectively.
[0022] Specifically, as shown in Figure 3 The bottom of the shoulder pad part 8 is sewn with a long stay 10, the bottom of the long stay 10 is sewn with the thigh part 54, the long stay 10 is divided into two sections and is connected by a buckle.
[0023] Specifically, as shown in Figure 3 The outer side of the upper arm part 52, the lower arm part 53, the thigh part 54, the calf part 55 and the waist binding part 58 are all attached with a module card 11, the inner side of the module card 11 is clamped with the shell 2.
[0024] Specifically, as shown in Figure 4 The acceleration sensor 3 and the wireless communication module 4 are all electrically connected with the central processing unit 1, the acceleration sensor 3 and the wireless communication module 4 and the central processing unit 1 are all externally connected with a power supply module 12.
[0025] Specifically, as shown in Figure 3 The upper arm part 52, the lower arm part 53, the thigh part 54 and the calf part 55 are all made of elastic rib material, the waist binding part 58 is made of breathable mesh waistband, the head hoop 51 and the auxiliary hoop 57 are all made of polypropylene material.
[0026] Specifically, as shown in Figure 3 The outer side of the upper arm part 52, the lower arm part 53, the thigh part 54, the calf part 55 and the waist binding part 58 are all sewn with a magic tape hook face 13 and a magic tape hair face 14.
[0027] In this embodiment: by setting the adjustment frame 6, the structural ring 56 can be rotated along the secondary hoop 57 and the headband 51, and the adjustment frame 6 can be slid along the structural ring 56 to adjust the position of the earphones, so that it is easy to wear and for the person to listen to the audio. The connection ring 9 is sewn to the upper arm 52 and the lower arm 53 respectively, which can facilitate the maintenance of the distance between the upper arm 52 and the lower arm 53. At the same time, by setting the shoulder pad 8 to connect the shoulder pad 8, and then connecting the thigh 54 through the shoulder pad 8 and the long pull strip 10, the upper arm 52 and the thigh 54 can be pulled against each other when connected to the limbs of the person, so as to avoid the upper arm 52 or the lower arm 53 being pulled due to a large range of motion. The thigh 54 slides down, and the module card 11 is provided to facilitate the installation or removal of the shell 2, so as to facilitate the disassembly and charging of the module installed inside. The module card 11 contains the following sensors: a vibration sensor: the game console signal is transmitted to the skin of the corresponding part of the human body through different frequencies and amplitudes, so that the skin can feel the action of the game scene and various information outputs through vibration stimulation, and the microcurrent is adjusted to be safe for the human body, and is transmitted to the skin of the corresponding part of the human body in a changing current stimulation manner, so that the skin can feel the action of the game scene and various information outputs through current stimulation. The module card 11 contains an acceleration sensor, and the human body part is shaken The direction, frequency and amplitude of the game console are changed to realize the operation of the game console. The length of the long pull bar 10 can be adjusted according to the length of the person's limbs by setting the buckle. By setting the power supply module 12, a lithium battery can be selected to connect and supply energy to the acceleration sensor 3, the wireless communication module 4 and the central processing unit 1. The power supply module 12 has a power generation device and a cache capacitor. The kinetic energy generated by the shaking of the human body part temporarily charges the cache capacitor, and then the cache capacitor provides power to the power supply module. The upper arm 52, the lower arm 53, the thigh 54 and the calf 55 made of elastic tendon material have good deformability. The headband 51 and the auxiliary hoop 57 made of polypropylene material are elastic and can be easily fitted to the heads of people with different head circumferences. The Velcro hook surface 13 and the Velcro fur surface 14 are matched with each other. After the upper arm 52, the lower arm 53, the thigh 54, the calf 55 and the waistband 58 are connected to the limbs of the person, they can be quickly bonded through the Velcro hook surface 13 and the Velcro fur surface 14 to facilitate wearing and removing.
[0028] Working principle: when in use, the wearable device is worn through the wearing part 5, and the acceleration sensor 3 transmits data to the central processing unit 1 in the shell 2 of the waist binding part 58 through the wireless communication module 4, forming a closed loop system of "motion collection-data processing-instruction transmission": when moving, the acceleration sensor 3 of each part captures limb motion data in real time and transmits it to the central processing unit 1, and after Kalman filter noise reduction, it is transmitted to the game host through the wireless communication module 4 with low delay, and its data acquisition logic can also be synchronized to access the health system, record motion trajectory and consumption data, and the wearing part 5 such as the headband 51, the upper arm part 52, the lower arm part 53, the thigh part 54, the calf part 55 and the waist binding part 58 is designed to ensure that the sensor moves synchronously with the limb through the elastic material and the magic tape, and the shoulder pad 8 and the long pull strip 10 prevent the parts from sliding, the sensors of each wearing part collect data in real time when the user moves, the central processing unit 1 Kalman filter eliminates noise to the original data, and generates game control instructions through the DTW algorithm to match the preprocessed action sequence with the preset template, the game host responds to the instructions to output visual / auditory feedback, and the optional vibration motor provides tactile feedback, in specific implementation, the elastic band of the head wearing part 51 adapts to different head circumferences, the structure ring 56 supports 360° damping rotation, and the module card 11 supports hot plugging; the dual-core processor of the central processing unit 1 processes data and communication protocols, and the Kalman filter sets specific parameters; the Bluetooth transmission sensor data delay is less than or equal to 10ms, and the Wi-Fi transmission high-definition video stream bandwidth is greater than or equal to 10Mbps, the distributed sensor network is used to realize whole-body multi-dimensional motion capture, the dual-mode communication and edge computing are used to realize low-delay feedback; the data can be synchronized to the health system, and the character action can also be accurately mapped in the animation game, the multi-player cooperation mode is designed in the home entertainment, the motion interaction is realized in the digital film, in addition, the alternative scheme can be adopted, the electromyography control uses the dry electrode sEMG sensor with high sampling rate and resolution to support gesture recognition, and another alternative scheme can be used to provide different mode feedback from the vibration motor through force feedback, and the device is equipped with a 3.7V 1000mAh lithium battery for long-time continuous use.
[0029] This fitness game machine can also be used for rehabilitation training for patients with partial paralysis, replacing manual massage rehabilitation. This can be achieved in two ways. Method 1: The fitness game machine of the present invention can be equipped with a wireless communication module to connect multiple game machines. The connected game machines can then be remotely managed by a control center. One of the networked game machines is designated as a trainer machine, and the other game machines are designated as trainers. During exercise, the trainer machine can send synchronization commands to the other trainers, causing the trainers and trainers to move synchronously and perform the same movements. In this way, a patient with a paralyzed part of the body who needs rehabilitation wears the trainer machine, and a rehabilitation doctor wears the trainer machine. Remote rehabilitation training can then be performed on the paralyzed patient. The trainer machine transmits mechanical movement and microcurrent stimulation commands to each trainer machine via the network. The trainers then stimulate the corresponding body part of the paralyzed patient and collect responses from the paralyzed part to monitor the progress of rehabilitation. Method 2: The trainer in Method 1 above is replaced by a virtual AI robot. By setting up a program to control each trainer to complete each action of the trainer, the manual operation of the trainer doctor is replaced to achieve more accurate rehabilitation training tasks. After all, rehabilitation training for paralyzed patients requires long-term and high-intensity training, and timely collection of information and continuous adjustment of various training parameters are required to achieve the ideal effect. Human trainers are prone to fatigue, and human movement errors are also difficult to avoid. Virtual AI robot trainers can solve this problem well.
[0030] The above are only preferred embodiments of the present invention and are not intended to limit the present invention. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the scope of protection of the present invention.
Claims
1. A multi-body-sensing controlled fitness game machine, comprising a central processing unit (1), a housing (2), an acceleration sensor (3), a wireless communication module (4) and a wearable part (5), characterized in that: The acceleration sensor (3) and the wireless communication module (4) are both mounted on the inner side of the housing (2); The wearing portion (5) comprises a headband (51), an upper arm portion (52), a lower arm portion (53), a thigh portion (54), a calf portion (55) and a waist-binding portion (58); the outer side of the headband (51) is connected to a structural ring (56) in a damping rotation manner; and the outer side of the structural ring (56) is connected to a secondary hoop (57) in a damping rotation manner.
2. The multi-body-sensory controlled fitness game machine according to claim 1, characterized in that: The inner side of the structural ring (56) is slidably connected to an adjustment frame (6), and the bottom of the adjustment frame (6) is installed with an earphone part (7).
3. The multi-body-sensory controlled fitness game machine according to claim 1, characterized in that: A shoulder pad (8) is provided at the top of the upper arm portion (52), a connecting ring (9) is sewn to the bottom of the shoulder pad (8), and the connecting ring (9) is sewn to the upper arm portion (52) and the lower arm portion (53) respectively.
4. The multi-body-sensory controlled fitness game machine according to claim 3, characterized in that: A long pull strip (10) is sewn to the bottom of the shoulder pad (8), and the bottom of the long pull strip (10) is sewn to the thigh portion (54). The long pull strip (10) is divided into two sections and is movably connected via a buckle.
5. The multi-body-sensory controlled fitness game machine according to claim 1, characterized in that: The outer sides of the upper arm portion (52), the lower arm portion (53), the thigh portion (54), the calf portion (55) and the waist binding portion (58) are all bonded with a module card (11), and the inner side of the module card (11) is snap-connected with the outer shell (2); The module card (11) contains the following sensors: Vibration sensor: transmits the game console signal to the corresponding part of the human skin through different frequencies and amplitudes, allowing the skin to feel the action of the game scene and various information outputs through vibration stimulation; Microcurrent massage pole: adjusts to a microcurrent that is safe for the human body, and transmits it to the corresponding part of the skin in a changing current stimulation manner, allowing the skin to feel the actions of the game scene and various information outputs through current stimulation.
6. The multi-body-sensory controlled fitness game machine according to claim 6, characterized in that: The acceleration sensor (3) and the wireless communication module (4) are both electrically connected to the central processing unit (1), and the acceleration sensor (3), the wireless communication module (4) and the central processing unit (1) are all externally connected to a power supply module (12).
7. The multi-body-sensory controlled fitness game machine according to claim 1, characterized in that: The upper arm portion (52), the lower arm portion (53), the thigh portion (54) and the calf portion (55) are all made of elastic material, the waist band (58) is made of a breathable mesh belt, and the headband (51) and the auxiliary band (57) are both made of polypropylene material; the power supply module contains a power generation device and a cache capacitor, and the kinetic energy generated by the shaking of the human body part temporarily charges the cache capacitor, and then the cache capacitor provides power supply to the power supply module.
8. The multi-body-sensory controlled fitness game machine according to claim 1, characterized in that: The outer sides of the upper arm portion (52), the lower arm portion (53), the thigh portion (54), the calf portion (55) and the waist-binding portion (58) are all sewn with a Velcro hook surface (13) and a Velcro fleece surface (14).