Seat experience system

JP2026031666A5Pending Publication Date: 2026-04-28TS TECH CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TS TECH CO LTD
Filing Date
2025-12-03
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

Conventional seat systems only evaluate seating posture without encouraging proactive action from occupants and lack features to notify users of system abnormalities, leading to potential discomfort and increased power consumption.

Method used

A seat experience system with sensors to detect occupant movements, a control unit to manage system operations, and a notification mechanism to alert users of abnormalities, along with power-saving measures when sensors fail.

Benefits of technology

Enables users to understand the system's status, reduces power consumption, and allows for quick recovery from abnormalities by notifying users and administrators, ensuring a more comfortable and efficient experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To operate a seat experience device by moving a body on a seat body.SOLUTION: The seat experience system includes a seat S including a sensor (S0 to PS6) that acquires a measurement value for detecting a motion of a seated person seated on a seat main body PS1 and a seat controller (control device 100) connected to the sensor so as to be able to acquire the measurement value from the sensor, and a seat experience device (smartphone SP) connected to the seat controller. The sensor includes a first sensor and a second sensor, and the seat control unit transmits a first signal to the seat experience device when it is determined that a measurement value acquired from the first sensor exceeds a predetermined threshold value, and transmits a second signal to the seat experience device when it is determined that a measurement value acquired from the second sensor exceeds a predetermined threshold value. The seat experience device executes different processing when the first signal is received and when the second signal is received.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a seat experience system having a sensor in a seat body, a vehicle seat, and a vehicle. [Background technology]

[0002] BACKGROUND ART Conventionally, there is known a device that estimates the seating posture of a seated person by mounting a pressure sensor or the like on a driver's seat (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 11-064131 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional devices only evaluate and present the driver's seating posture, but do not encourage the occupant to take proactive action. The inventors of the present application are studying a seat experience system that uses measurements from sensors installed in the seat to encourage the occupant to take more proactive action in the seat, thereby increasing the value of the time spent sitting in the seat. Such an advanced system is required to change its operation depending on the system's status, allowing the occupant to enjoy the system with peace of mind.

[0005] Therefore, an object of the present invention is to provide a seat experience system, a vehicle seat, and a vehicle that allow a seat occupant to understand the status of the system and use it with peace of mind.

[0006] Another object is to reduce power consumption. [Means for solving the problem]

[0007] The present invention, which solves the above-mentioned problems, is a seat experience system including a seat, a seat experience device, and a server capable of communicating with the seat experience device. The seat comprises a seat body, a sensor provided on the seat body for acquiring measurements to detect the movements of an occupant sitting on the seat body, and a seat control unit connected to the sensor so as to acquire the measurements from the sensor. The seat experience device is connected to a seat control unit and configured to operate the seat experience device or other devices based on the measurements. When the seat experience device detects an abnormality in the seat experience system, it notifies the seat occupant of the abnormality and restricts at least a part of the functions of the seat experience system.

[0008] With this configuration, when the seat experience device detects an abnormality in the seat experience system, it notifies the occupant of the abnormality and restricts at least some of the functions of the seat experience system, so that the occupant can understand the status of the system and use the seat experience system with peace of mind.

[0009] When the seat experience device detects an abnormality in the seat experience system, it is desirable that the seat experience device notify the abnormality to the server and / or a terminal used by an administrator of the seat experience system.

[0010] This configuration allows the administrator of the seat experience system to know of any system abnormalities, allowing for quick recovery from the abnormality, or providing guidance on how to deal with the abnormality to the seat occupant, thereby reassuring the seat occupant.

[0011] The seat experience device may detect the abnormality by receiving a notification of the abnormality in the seat experience system from the seat control unit.

[0012] The seat control unit may be configured to determine that there is an abnormality in the sensor if the signal received from the sensor remains greater than a predetermined value for a predetermined period of time, remains smaller than a predetermined value for a predetermined period of time, or remains in a state of large fluctuations for a predetermined period of time.

[0013] It is desirable that the seat control unit stops supplying electricity to the sensor when it determines that there is an abnormality in the sensor.

[0014] This makes it possible to reduce power consumption.

[0015] The seat experience device may be configured to provide a game in which a seated person moves on the seat body, communicate with other seat experience devices via a server, and simultaneously execute the game with other seat experience devices online. In this case, if there is an abnormality in the communication with the server, the seat experience device may not simultaneously execute the game with other seat experience devices, but may execute the game only offline.

[0016] With this configuration, the seat experience device can provide a game to the seated person even when communication with the server is not possible.

[0017] The seat may be installed in a vehicle. In this case, the seat experience device preferably acquires route information, vehicle position information, and vehicle speed information during navigation from a navigation system, and, if it determines based on the route information, position information, and speed information that the vehicle will enter a location prone to communication failure within a predetermined time, notifies the seat occupant that communication with the server may be interrupted.

[0018] With this configuration, the seated person can be notified in advance of the occurrence of a communication abnormality.

[0019] The vehicle seat of the present invention, which solves the above-mentioned problems, includes a seat body, a sensor provided in the seat body and configured to acquire measurements for detecting the movement of a seat occupant sitting in the seat body, and a seat control unit connected to the sensor so as to be able to acquire the measurements from the sensor. The seat control unit can determine that an abnormality has occurred in the sensor when a signal received from the sensor remains greater than a predetermined value for a predetermined period of time or remains smaller than a predetermined value for a predetermined period of time. [Effects of the Invention]

[0020] According to the present invention, the seat occupant can understand the status of the system and use the seat experience system with peace of mind.

[0021] Furthermore, if the system administrator is aware of any system abnormalities, they can quickly recover from the abnormality or reassure the seat occupant by instructing them on how to deal with the abnormality.

[0022] Furthermore, by not supplying electricity to a sensor that has an abnormality, power consumption can be reduced. [Brief explanation of the drawings]

[0023] [Figure 1] 1 is a diagram illustrating an overall configuration of a seat experience system according to an embodiment. [Figure 2] FIG. 2 is a diagram illustrating the configuration of each sheet. [Figure 3] FIG. 2 is a block diagram illustrating the configuration of a seat and a system. [Figure 4] FIG. 2 is a block diagram illustrating the configuration of a server. [Figure 5] 10 is a graph showing changes in pressure obtained during calibration. [Figure 6] 10 is a table of onomatopoeia determination conditions. [Figure 7] 10 is an exercise level determination table. [Figure 8] 10 is a flowchart showing an example of processing by the control device, illustrating processing for participating in a game. [Figure 9] 10 is a flowchart showing an example of processing by the control device, illustrating a calibration processing portion. [Figure 10] 10 is a flowchart showing an example of processing by the control device, showing a race processing portion. [Figure 11] 10 is a flowchart illustrating an example of a process of an application. [Figure 12]This is the calibration processing part of the game progression processing. [Figure 13] This is the race processing part of the game progression processing. [Figure 14] 10 is a flowchart illustrating an example of a process performed by a server. [Figure 15] 4 is a flowchart of an abnormality determination process of the control device. [Figure 16] 10 is a flowchart of an abnormality determination process of a smartphone. [Figure 17] 10 is an example of a start screen. [Figure 18] 10 is an example of a warm-up screen. [Figure 19] This is an example of the start screen of a 100m sprint game. [Figure 20] This is an example of a screen during a 100m sprint game. [Figure 21] This is an example of the screen at the finish line of a 100m sprint game. [Figure 22] This is an example of a result screen for a 100m sprint game. DETAILED DESCRIPTION OF THE INVENTION

[0024] Next, an embodiment of the seat experience system will be described in detail with reference to the drawings as appropriate. As shown in FIG. 1, the seat experience system SYS of this embodiment provides an online game using a seat S, a smartphone SP as an example of a seat experience device, and a server SV. The seat S is configured as a vehicle seat installed in, for example, a vehicle CR. The seat S includes a seat body S0 and a control device 100 as an example of a seat control unit. The vehicle CR is provided with four seats S, for example, two front seats and two rear seats. In the vehicle CR, the control device 100 integrates information between the four seats S, operates them in coordination, and communicates with the smartphone SP. A navigation system 300 is also installed in the vehicle CR.

[0025] Each smartphone SP is used by a seated person P. The smartphone SP is a portable terminal that communicates with the server SV via the Internet INT using the Internet Protocol. Depending on the location, the smartphone SP can communicate with the server SV via a public wireless line using Wi-Fi (registered trademark). Furthermore, each smartphone SP can communicate with the navigation system 300 via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi (registered trademark), and can obtain route information during navigation, position information of the vehicle CR, speed information of the vehicle CR, etc. from the navigation system 300.

[0026] The seat experience system SYS of this embodiment provides a 100-meter sprint game using the seat body S0 on a smartphone SP. This game allows multiple players to simultaneously compete in the 100-meter sprint online. The smartphone SP includes a display DSP (see FIG. 2), and the control device 100 outputs a signal to control a character in the game displayed on the display DSP to run by alternately moving the left and right legs up and down on the seat body S0. In other words, the smartphone SP provides a game in which the occupant P moves on the seat body S0, and is configured to communicate with other smartphones SP (including smartphones SP in the vehicle and smartphones SP in other vehicles) via the server SV, and to simultaneously play the game online with other smartphones SP.

[0027] As shown in FIG. 2, the seat body S0 has a seat cushion S1 and a seat back S2. The seat cushion S1 and the seat back S2 are provided with a plurality of pressure sensors PS1 to PS6 under their surfaces. The pressure sensors PS1 to PS6 are sensors that acquire measured values ​​to detect the movement of an occupant P sitting on the seat body S0. The pressure sensors PS1 to PS6 are arranged so as to be able to detect the state of the seat surface facing the occupant P seated on the seat body S0, and acquire pressure values ​​from the occupant P sitting on the seat body S0. The control device 100 is connected to the pressure sensors PS1 to PS6 so as to be able to acquire pressure values ​​from each of the pressure sensors PS1 to PS6. The smartphone SP is also connected to the control device 100, and is configured to be able to operate the smartphone SP based on the measured values ​​of the pressure sensors PS1 to PS6.

[0028] The pressure sensors PS1 to PS6 are provided in pairs symmetrically with respect to the center of the seat S on the left and right. Specifically, the seat cushion S1 is provided with pressure sensors PS1 to PS3. The pressure sensors PS1 and PS2 are disposed on the seat cushion S1 at positions corresponding to the buttocks of the seated occupant P. The pressure sensors PS1 and PS2 constitute a first cushion sensor SC1 that measures pressure from the buttocks of the seated occupant P. The pressure sensor PS2 is disposed slightly in front of the pressure sensor PS1. Note that the first cushion sensor SC1 may include only one of the pressure sensors PS1 and PS2.

[0029] The pressure sensor PS3 is located under the thighs of the seated occupant P. The pressure sensor PS3 constitutes a second cushion sensor SC2 that measures pressure values ​​from the thighs of the seated occupant P. The pressure sensor PS3 is located far away in front of the pressure sensors PS1 and PS2.

[0030] The seat back S2 is provided with pressure sensors PS4 to PS6. Pressure sensor PS4 is provided at a position corresponding to the back of the seated occupant P. Pressure sensor PS5 is located slightly above pressure sensor PS4. Pressure sensors PS4 and PS5 together constitute a first back sensor SB1 that measures pressure from the seated occupant P's waist. Note that the first back sensor SB1 may include only one of pressure sensor PS4 and pressure sensor PS5.

[0031] The pressure sensor PS6 is disposed above and spaced apart from the pressure sensors PS4 and PS5. The pressure sensor PS6 is located in correspondence with the upper part of the back of the seated occupant P. The pressure sensor PS6 constitutes a second back sensor SB2 that measures the pressure value from the upper part of the back of the seated occupant P.

[0032] In the following description, the pressure values ​​acquired by the pressure sensors PS1 to PS6 are referred to as P1 to P6, respectively, and the right and left pressure values ​​are referred to as P1 to P6, respectively. R , P1 L The pressure sensors PS1 to PS6 are indicated by the subscripts R and L, as in the example. Note that the pressure sensors PS1 to PS6 are elements whose electrical resistance changes depending on, for example, external pressure, and the greater the pressure value, the higher (or lower) the voltage of the detection signal. Therefore, although the magnitude of pressure values ​​is actually compared based on the magnitude of voltage values, this specification will be described in terms of determining the magnitude of pressure values ​​for ease of understanding.

[0033] 3, the control device 100 has a measurement value acquisition unit 110, a processing unit 120, a communication unit 130, and a storage unit 190. The smartphone SP has a game processing unit 210, an abnormality processing unit 220, and a storage unit 290. The control device 100 and the smartphone SP have a CPU, ROM, RAM, rewritable nonvolatile memory, etc. (not shown), and each functional unit is realized by executing a pre-stored program.

[0034] A short-range communication device 3A that enables short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi (registered trademark) is connected to the control device 100. The control device 100 can communicate with the smartphone SP via the communication unit 130 and the short-range communication device 3A, and can provide predetermined screens and sounds to the smartphone SP in cooperation with an app installed on the smartphone SP, as well as acquire data entered on the smartphone SP.

[0035] The measurement value acquiring unit 110 has a function of acquiring pressure measurement values ​​from each of the pressure sensors PS1 to PS6 at regular control cycles. When acquiring a measurement value from each of the pressure sensors PS1 to PS6, the measurement value acquiring unit 110 supplies electricity to each of the pressure sensors PS1 to PS6. The measurement values ​​acquired by the measurement value acquiring unit 110 are stored in the memory unit 190 and used by the processing unit 120. The memory unit 190 is used to store data necessary for calculations, processing, etc. as needed.

[0036] The processing unit 120 communicates with the smartphone SP and executes processing to transmit signals for operating a 100-meter sprint game app provided on the smartphone SP. The processing unit 120 has a Yes signal output unit 121, a No signal output unit 122, a calibration processing unit 124, a step signal output unit 125, and a sensor abnormality determination unit 126.

[0037] The processing unit 120 has a first operation mode in which it outputs signals based on the measured values ​​of the pressure sensors PS1 to PS6, and a second operation mode in which it does not output signals. It can operate in the first operation mode only after issuing a notification to the seated occupant P via the smartphone SP urging him or her to operate. Specifically, as will be described later, after receiving a signal for accepting various signals from the smartphone SP, it switches to the first operation mode in which it outputs signals, and after receiving a signal for completing acceptance, it switches to the second operation mode in which it does not output signals.

[0038] The Yes signal output unit 121 and the No signal output unit 122 output a Yes signal or a No signal to the smartphone SP according to the action of the seated occupant P after the processing unit 120 receives a participation acceptance signal from the smartphone SP. Specifically, the Yes signal output unit 121 outputs the pressure value P6 obtained from the right pressure sensor PS6 (first pressure sensor). R The No signal output unit 122 outputs a Yes signal on the condition that the pressure value P6 obtained from the left pressure sensor PS6 (second pressure sensor) exceeds a predetermined threshold value P6th. L exceeds a predetermined threshold value P6th, the No signal is output. In the game processing unit 210 of the smartphone SP, a first operation for starting a game on the smartphone SP is assigned to a Yes signal, and a second operation for selecting not to play the game is assigned to a No signal.

[0039] After the processing unit 120 receives the calibration start signal from the smartphone SP, the calibration processing unit 124 calculates the pressure values ​​P3 of the left and right pressure sensors PS3. R ,P3 L Then, the normal pressure P3, which is the average pressure of the seated person P at that time, is obtained. n and a threshold value P3th for detecting the peak of the pressure value is determined, and a normal step period TS, which is an average leg movement period of the seated person P, is determined. n is calculated and output to the smartphone SP.

[0040] Specifically, when the seated person P alternately raises his / her legs, the pressure value P3 R ,P3 L For example, the pressure changes as shown in Figure 5. In Figure 5, the part where the pressure suddenly decreases indicates that the pressure at the sensor PS3 decreases as a result of the seated person P raising his / her legs. In other words, the pressure value around 140 where the pressure does not decrease is the average normal pressure P3 when the legs are not raised. n Normal pressure P3 n To calculate this, for example, the pressure value P3R ,P3 L If the absolute value of the difference between the previous value and the current value (which is the current value P3(n) minus the previous value P3(n-1)) is less than a predetermined value (i.e., when the change in value is small), the current values ​​can be tallied and averaged.

[0041] The threshold value P3th is a threshold value for determining whether the leg is being raised, and in the case of FIG. 5, for example, a value of about 100 to 120 may be used. Therefore, the threshold value P3th is set to the normal pressure P3 n For example, the normal pressure P3 n The value obtained by multiplying this by a predetermined value of about 0.6 to 0.9 can be used as the threshold value P3th.

[0042] Normal step period TS n is the pressure value P3 R ,P3 L is the average value of the step period TS, which is the time interval between peaks of the Pressure value P3 R ,P3 L is the pressure value P3 R ,P3 L is smaller than the threshold value P3th (exceeding from the upper side to the lower side), it can be determined that the peak has been reached when the difference between the previous value and the current value changes from negative to positive, and the previous value P3(n-1) at this time can be taken as the peak value Pm.

[0043] After the processing unit 120 receives the race start signal from the smartphone SP, the step signal output unit 125 outputs a pressure value P3 R ,P3 L The peak is detected and the peak value Pm is calculated. The detection of the peak and the calculation of the peak value Pm can be performed in the same manner as in the calibration processing unit 124. Then, the step strength F (F R ,F L) is calculated. The step strength F can be the magnitude of the peak, that is, the value obtained by subtracting the peak value Pm from the normal pressure P3. In this embodiment, in order to eliminate differences due to the size of the physique of the seated occupant P, the normal pressure P3 n For example, the step strength F is F=(P3 n -Pm) / P3 n The step signal output unit 125 outputs the pressure value P3 R ,P3 L When the peak of the pressure P3 is detected, the step signal output unit 125 outputs the peak value Pm and the step strength F to the smartphone SP. In this way, the step signal output unit 125 outputs a signal based on the change in the pressure value P3 obtained from the pressure sensor PS3.

[0044] The sensor abnormality determination unit 126 determines that a pressure sensor has failed (has an abnormality) when the pressure value received as a signal from each pressure sensor PS1 to PS6 remains greater than a predetermined value Pmax for a predetermined period of time. This is because the pressure sensor may be damaged due to a short circuit or the like. When the sensor abnormality determination unit 126 determines that at least one of the pressure sensors PS1 to PS6 has failed, it stops the supply of electricity to the failed pressure sensor PS1 to PS6.

[0045] Meanwhile, the game processing unit 210 of the smartphone SP executes game progress processing when the app is launched. Also, when the app is launched, the game processing unit 210 transmits identification information of the smartphone SP to the server SV. As a result, the server SV registers the identification information of the smartphone SP that is running. When the app is terminated, the game processing unit 210 transmits an app termination signal to the server SV together with the identification information of the smartphone SP. As a result, the server SV deletes the identification information of the smartphone SP that sent the termination signal from the registration information of the running smartphone SP.

[0046] The game processing unit 210 includes a participation acceptance processing unit 211, a calibration instruction unit 212, a character movement processing unit 213, an onomatopoeia determination unit 214, and a result output unit 219. The game processing unit 210 stores signals received from the control device 100 in a memory unit 290 together with the time of reception. The memory unit 290 is used to appropriately store data necessary for calculations, processing, and the like. The memory unit 290 also stores a second count, which will be described later. The game processing unit 210 is also configured to appropriately transmit data such as the calculated running distance L and exercise results to the control device 100, thereby sharing the data with smartphones SP corresponding to other seats S. The control device 100 accumulates this data in the memory unit 190.

[0047] The participation acceptance processing unit 211 displays a start screen on the display DSP to accept participation, transmits a participation acceptance signal to the control device 100 and the server SV, and accepts a Yes or No signal from the control device 100 for a predetermined time. Furthermore, when the participation acceptance processing unit 211 receives a participation invitation signal from the server SV, it also transmits a participation acceptance signal to the control device 100 and accepts a Yes or No signal from the control device 100 for a predetermined time. The start screen, for example, is a screen like that shown in FIG. 17 , and outputs the message "Do you want to participate? Please push your shoulder against the seat" and the message "No Left shoulder Right shoulder Yes" to the display DSP as a notification prompting the seated person P to take action. Note that the Yes and No displays may function as buttons that can be touched on the display DSP to input a Yes or No signal to the smartphone SP, respectively. When the participation acceptance processing unit 211 receives a Yes signal, it transmits a participation signal to the server SV and proceeds to game progress processing. When the participation acceptance processing unit 211 receives a No signal, it terminates the app without proceeding to game progress processing. If a predetermined time has elapsed without receiving either a Yes signal or a No signal, the game processing unit 210 transmits an acceptance end signal to the control device 100 and ends the application. When the smartphone SP transmits a participation acceptance signal, a participation signal, or the like to the server SV, the smartphone SP transmits the signal together with the identification information of the smartphone SP.

[0048] When the calibration instruction unit 212 receives a game start signal from the server SV, it displays a calibration screen and transmits a calibration start signal to the control device 100, and receives signals related to calibration from the control device 100 for a predetermined time. After the predetermined time has elapsed, the calibration instruction unit 212 outputs a calibration end signal to the control device 100. The calibration instruction unit 212 also transmits the calibration end signal to the server SV.

[0049] When the character movement processing unit 213 receives step strength F during the 100m race, it moves the character on the display DSP toward the goal. The amount of movement at this time depends on the magnitude of the step strength F. The character movement processing unit 213 moves the character by, for example, F [m] toward the goal.

[0050] The onomatopoeia determination unit 214 determines onomatopoeia (such as "toddling") that expresses the state of the seated person P running during the 100-meter race, and outputs the result on the display DSP. The onomatopoeia determination can be performed, for example, by comparing the step period TS, which is the period at which the seated person P moves his / her legs, with the determination conditions shown in FIG. 6. The step period TS is the period of the step strength F received from the control device 100, but since the intervals at which the step strength F is received are not constant, it can be calculated, for example, as the average period for the past 20 meters.

[0051] In this embodiment, in order to reduce the influence of individual differences among the seated person P, the step period TS is set to the normal step period TS n The value divided by is compared with a threshold value to determine whether the expression is an onomatopoeia. For example, TS / TS n If the period is 1.5 or more and is long, it is called "furafura," if it is 1.2 or more but less than 1.5 it is called "noshi noshi," if it is 0.7 or more but less than 1.2 it is called "sutasuta," and if it is less than 0.7 it is called "dotadota."

[0052] After the seated person P reaches the finish line of the 100m sprint game, the result output unit 219 determines the exercise result and advice and outputs them on the display DSP. The exercise result is also transmitted to the control device 100. Specifically, the result output unit 219 determines the exercise level, the amount of exercise, the exercise intensity, and advice as the results of the exercise.

[0053] The exercise level is determined based on the number of steps taken while running 100 meters and by referring to the exercise level determination table in Figure 7. For example, the exercise level determination table defines settings such as "slow stroll" if the number of steps is 60 or less, "everyday walking" if it is 61 to 110, "walking" if it is 111 to 140, "jogging" if it is 141 to 240, and "sprinting" if it is 240 or more.

[0054] The amount of exercise can be calculated, for example, by the cumulative value of step strength F during a 100m run.

[0055] Exercise intensity is expressed in METs (Metabolic equivalents). The value of exercise intensity can be determined, for example, by multiplying the number of steps taken while running 100 meters by a predetermined coefficient.

[0056] The advice can be determined by referring to an advice table stored in advance in the storage unit 290. The advice table associates predetermined advice with parameters such as the number of steps, 100m finish time, and average step period. Then, after the finish of the 100m sprint, advice can be determined by searching for these parameters.

[0057] Then, the result output unit 219 determines the exercise level, amount of exercise, exercise intensity, and advice, and then displays these results on the display DSP.

[0058] The abnormality processing unit 220 executes an error check process to check whether or not there is an abnormality in the seat experience system SYS, either constantly or at an appropriate timing, and if there is an abnormality, executes a process according to the type of abnormality. When an abnormality in the seat experience system SYS is detected, the abnormality processing unit 220 notifies the seat occupant P of the abnormality and restricts at least a part of the functions of the seat experience system SYS.

[0059] For example, if the abnormality processing unit 220 detects an abnormality in at least one of the pressure sensors PS1 to PS6, it notifies the seat occupant of the abnormality by displaying a pressure sensor error in text on the display DSP, and also sends an abnormality notification email to the email address of the administrator of the seat experience system SYS. When the administrator's terminal receives the abnormality notification email, the terminal is notified of the abnormality. Here, the administrator includes a person who provides services to users such as seat occupants, a person who developed the seat S, etc. The abnormality processing unit 220 also notifies the server SV of the abnormality.

[0060] The notification of an abnormality identifies which pressure sensor among the multiple pressure sensors PS1 to PS6 is abnormal and notifies the user. The presence or absence of an abnormality is then recorded in the storage unit 290 of the smartphone SP or the storage unit 390 of the server SV. An app that uses the sheet S may be configured to not run if an abnormality is recorded in a sensor required by the app when the app is launched. In this case, it may be possible to either not run the app if all sensors required by the app are abnormal, or not run the app if some of the sensors required by the app are abnormal.

[0061] When the abnormality processing unit 220 detects an abnormality in at least one of the pressure sensors PS1 to PS6, it prohibits the game processing unit 210 from processing the game. The game processing unit 210 prohibits the execution of the 100m sprint game, but leaves it possible to view records of past games. The smartphone SP detects an abnormality in the pressure sensors PS1 to PS6 by receiving a notification of the abnormality from the control device 100.

[0062] In addition, if there is an abnormality in communication with the server SV, for example, if communication with the server SV is not possible, the abnormality processing unit 220 will not communicate with other smartphones SP and will allow the game to be played only offline (referred to as "offline mode").

[0063] The abnormality processing unit 220 also acquires route information during navigation, position information of the vehicle CR, speed information of the vehicle CR, etc. from the navigation system 300, and determines whether the vehicle CR will enter a location where communication failure is likely to occur within a predetermined time based on the route information, position information, and speed information. Examples of locations where communication failure is likely to occur include underground areas such as tunnels and mountainous areas at a predetermined altitude or higher. The route information, current position, and speed information indicate the route to be taken within the next predetermined time. Therefore, by determining whether these locations are included in the route to be taken within the predetermined time, it is possible to determine whether the vehicle CR will enter a location where communication failure is likely to occur within the predetermined time. In this embodiment, as an example, a location where communication failure is likely to occur is a tunnel. If the abnormality processing unit 220 determines that the vehicle CR will enter a tunnel within the predetermined time, it notifies the seated occupant P by displaying on the display DSP that communication with the server SV may be lost.

[0064] As shown in FIG. 4, the server SV includes a smartphone management unit 310, a participation distribution unit 320, a game start distribution unit 330, and a storage unit 390.

[0065] The server SV manages the smartphone SP running the app by storing the identification information transmitted by the smartphone SP when the app is launched in the storage unit 390. The identification information includes the address of the smartphone SP. When the server SV receives an app termination signal from the smartphone SP, it deletes the identification information of the smartphone SP from the storage unit 390.

[0066] When the participation distribution unit 320 receives a participation acceptance signal from one smartphone SP, it transmits a participation invitation signal to other active smartphones SP based on the identification information stored in the storage unit 390. Then, when a participation signal is received from a smartphone SP within a predetermined time, the participation distribution unit 320 stores the identification information of the participating smartphone SP in the storage unit 390.

[0067] When a predetermined time for participation invitation has elapsed, the game start distribution unit 330 transmits a game start signal to the participating smartphones SP based on the identification information of the participating smartphones SP stored in the storage unit 390.

[0068] The storage unit 390 stores the identification information of the smartphone SP running the app, the identification information of the smartphone SP participating in the race, and other data necessary for each process of the server SV.

[0069] Next, an example of the processing of the control device 100, the application of the smartphone SP, and the server SV, including other processing by the game processing unit 210, will be described with reference to flowcharts.

[0070] First, the processing of the control device 100 will be described. The processes in FIGS. 8 to 10 and 15 are repeated. 8, the processing unit 120 first executes steps S11 to S17 related to game participation. Specifically, first, it is determined whether or not a participation acceptance signal has been received (S11). When the participation acceptance signal is received (S11, Yes), the processing unit 120 calculates the pressure value P6 R ,P6 L (S12) and obtain the pressure value P6 on the right. R It is determined whether P6 is greater than a threshold value P6th (S13). R If is greater than P6th (S13, Yes), a Yes signal is sent (S14) and the process for participating in the game is terminated. P6 RIf the left pressure value P6 is not greater than P6th (S13, No), the processing unit 120 L It is determined whether P6 is greater than P6th (S15). L If is greater than P6th (S15, Yes), a No signal is transmitted (S16), and the process for participating in the game is terminated.

[0071] P6 L If is not greater than P6th (S15, No), the processing unit 120 determines whether or not an acceptance end signal has been received (S17), and if not (S17, No), repeats the processing from step S12, and if received (S17, Yes), ends the processing related to game participation.

[0072] After the process related to game participation, the calibration processing unit 124 of the processing unit 120 executes steps S21 to S26 related to the calibration process, as shown in FIG. The processing unit 120 determines whether or not a calibration start signal has been received (S21), and if it has been received (S21, Yes), the pressure value P3 R ,P3 L Then, it is determined whether or not a calibration end signal has been received, and steps S22 to S23 are repeated until a calibration end signal has been received (S23, No), and if a calibration end signal has been received (S23, Yes), the process proceeds to step S24.

[0073] In step S24, the calibration processing unit 124 calculates the pressure value P3 R ,P3 L Based on normal pressure P3 n (S24). Then, the normal pressure P3 n Furthermore, the normal step period TS is set to a threshold value P3th (S25). n is calculated and transmitted to the smartphone SP (S26). In step S21, if the calibration start signal has not been received (No), the calibration processing unit 124 proceeds to step S30 (see FIG. 10) without performing the calibration process.

[0074] Next, the processing unit 120 performs the processes relating to the race in steps S30 to S40. As shown in Fig. 10, first, the processing unit 120 determines whether or not a race start signal has been received from the smartphone SP (S30). If the race start signal has not been received (S30, No), the processing unit 120 ends the process. If the race start signal has been received (S30, Yes), the step signal output unit 125 outputs the pressure value P3 R ,P3 L is acquired and stored (S31).

[0075] And the pressure value P3 on the right R It is determined whether the pressure value P3 is smaller than the threshold value P3th (S32), and if it is smaller (S32, Yes), the pressure value P3 R It is determined whether a peak has been detected from the previous value and the current value of the normal pressure P3 (S33). If a peak has been detected (S33, Yes), the step signal output unit 125 outputs the normal pressure P3 n and pressure value P3 R Step strength F R (S34). Then, the calculated step strength F R is transmitted to the smartphone SP (S35). On the other hand, the right pressure value P3 R If is not smaller than the threshold value P3th (S32, No), or if a peak is not detected (S33, No), the step signal output unit 125 outputs the step intensity F R The process proceeds to step S36 without calculating or transmitting the value.

[0076] In steps S36 to S39, the step signal output unit 125 outputs the left pressure value P3 L For peak detection and step intensity F L These processes are the same as steps S31 to S35, so the explanation will be omitted.

[0077] In step S40, the processing unit 120 determines whether or not a race end signal has been received. If not (S40, No), the processing from step S31 is repeated; if received (S40, Yes), the processing ends.

[0078] Next, a description will be given of the processing in the application (game processing unit 210) of the smartphone SP. The processing in FIGS. 11 to 13 is repeated. When the app is launched, the smartphone SP starts processing the app. First, the abnormality processing unit 220 determines whether a flag FT, which indicates that a communication failure with the server SV is predicted to occur in the near future (a deterioration in communication quality or an inability to communicate due to poor radio wave conditions, which is one type of communication abnormality), is 1 (S101). The flag FT indicates that a communication failure is not predicted when it is 0, and that a communication failure is predicted when it is 1. If FT is 1 (S101, Yes), the abnormality processing unit 220 issues a communication failure notice (S102). The communication failure notice is displayed, for example, on the display DSP by displaying a message such as "Communication may be interrupted soon. Do you want to start the game?" along with a Yes or No button. If Yes is selected (S103, Yes), the processing continues from step S110 onwards. If No is selected (S103, No), the processing ends. Furthermore, even if FT is not 1 in step S101, the abnormality processing unit 220 proceeds to the processing from step S110 onwards.

[0079] Then, the game processing unit 210 displays a start screen on the display DSP (S110). The start screen is, for example, a screen as shown in FIG. 17. The start screen displays the message "Do you want to participate? Please push your shoulder against the seat," along with an explanation that indicates that left shoulder means No and right shoulder means Yes. The remaining time for participation is also displayed.

[0080] Then, the participation acceptance processing unit 211 transmits a participation acceptance signal to the control device 100 (S111). At this time, the participation acceptance processing unit 211 also transmits a participation acceptance signal to the server SV, triggering participation from other smartphones SP. The participation acceptance processing unit 211 determines whether or not a Yes signal has been received (S112), and if so (S112, Yes), transmits an acceptance end signal to the control device 100 (S118). Then, it transmits a participation signal to the server SV (S119), and after the game progress processing (S200), ends the processing. The game progress processing will be described later.

[0081] If the participation acceptance processing unit 211 has not received a Yes signal (S112, No), it determines whether or not a No signal has been received (S113), and if it has been received (S113, Yes), ends the processing. On the other hand, if a No signal has not been received (S113, No), a count indicating the remaining time is displayed (S114), and it is determined whether the count has reached 0 (S115). If the count has not reached 0 (S115, No), participation acceptance continues from step S112, and if the count has reached 0 (S115, Yes), an acceptance end signal is sent to the control device 100 (S116), and the process ends.

[0082] As shown in FIG. 12, in the game progress process (S200), when the smartphone SP receives a game start signal from the server SV (S201, Yes), the calibration instruction unit 212 first displays a calibration screen on the display DSP (S211). The calibration screen displays, for example, a text instruction such as "Warming up. While sitting, please raise your legs alternately," as well as the remaining time for calibration, as shown in FIG. 18. If an animation of a character CH1, such as a seat, running is displayed on the display DSP, it becomes easy to understand what the seated person P should do.

[0083] The calibration instruction unit 212 then transmits a calibration start signal to the control device 100 (S212). Then, the remaining time count is updated and displayed on the display DSP (S213), and it is determined whether the count has reached 0 (S214). If the count has not reached 0 (S214, No), the countdown display of step S213 continues, and if the count has reached 0 (S214, Yes), a calibration end signal is transmitted to the control device 100 (S215). The calibration instruction unit 212 also transmits a calibration end signal to the server SV to the control device 100.

[0084] When the calibration is completed, the game processing unit 210 displays a race start screen (S220) as shown in Fig. 13. The race start screen is, for example, a screen as shown in Fig. 19, and displays the words "Get in position! Ready!" and the numbers counting down to the start. The race screen also displays 100m racing lanes and seat characters CH2 and CH3 in each lane. For example, if multiple lanes are displayed and there are other participants participating at the same time, the word "You" indicating the player and the word "SEAT2" indicating the other participant will be displayed on each lane.

[0085] Here, the process of the server SV regarding participation acceptance will be described with reference to Fig. 14. The process of Fig. 14 is repeated at a predetermined cycle. In the figure, smartphones are abbreviated to "smartphone". 14, the server SV determines whether or not it has received a participation acceptance signal from the app of any smartphone SP (S310), and waits until it has received the signal (S310, No). If the server SV receives the participation acceptance signal (S310, Yes), it transmits a participation invitation signal to the smartphones SP that are registered in the storage unit 390 as having the app running (S320). Then, it starts a participation invitation timer (S321).

[0086] The server SV determines whether or not a participation signal has been received from the smartphone SP (S322), and if so (S322, Yes), stores the identification information of the smartphone SP participating in the race in the storage unit 390 (S323). After step S323 or after determining No in step S322, the server SV determines whether the participation recruitment timer has expired (S324), and if it has not expired (S324, No), returns to step S322, and if it has expired (S324, Yes), transmits a game start signal to the participating smartphones SP stored in the memory unit 390 (S325).Then, the server SV determines whether it has received a calibration end signal from all participating smartphones SP (S330), and if it has received a calibration end signal (S330, Yes), ends the process related to participation acceptance.

[0087] Returning to FIG. 13, the rest of the processing of the app on the smartphone SP will be explained. After the race start screen is displayed (S220), a countdown is executed to start the race. When the race starts, the game processing unit 210 transmits a race start signal to the control device 100 (S221). Then, the character movement processing unit 213 calculates the step strength F R ,F L If it has been received (S222, Yes), the character movement processing unit 213 sets the step strength F R ,F L The character movement processing unit 213 then performs processing to move the character CH2 in accordance with the size of the character CH2 (S223). Then, the running distance L is updated and transmitted to the control device 100. The character movement processing unit 213 also displays the remaining distance on the display DSP (S224).

[0088] Next, the onomatopoeia determination unit 214 calculates the step period TS and the normal step period TS nThe onomatopoeia to be displayed is determined from the above and displayed on the display DSP (S225). As a result, during the race, as shown in Fig. 20, animations of characters CH2 and CH3 running in each lane, the remaining distance, and onomatopoeia such as "sta-sta" are displayed. The game processing unit 210 also displays the time from the start. The character movement processing unit 213 determines the step strength F R ,F L If it has not been received (S222, No), the process proceeds to step S226 without executing steps S223 to S225.

[0089] Then, the game processing section 210 acquires the travel distance L of the character CH3 of the seated person P in the other seat from the control device 100, and moves the character CH3 in the other seat as necessary (S226).

[0090] Next, the character movement processing unit 213 determines whether the running distance L is 100 or more (S227), and if it is less than 100, repeats the race processing from step S222. On the other hand, if the running distance L is 100 or more (S227, Yes), a race end signal is sent to the control device 100 (S228). When the race is over, for example, a screen like that shown in FIG. 21 is displayed. On this screen, the remaining distance becomes 0 m, and the time at the finish line is displayed.

[0091] The result output unit 219 then determines the exercise level, amount of exercise, exercise intensity, and advice as the results of the exercise, and outputs these to the display DSP (S229). The result screen may be, for example, as shown in FIG. 22. The result screen may display the ranking of the athlete among all previous competitors based on the data accumulated in the control device 100. If the result is good, a character CH5 with a happy face may be displayed, and if the result is bad, a character with a sad face may be displayed. When the result output unit 219 displays the exercise results, the processing of the application ends.

[0092] Next, the abnormality determination process of the control device 100 will be described with reference to Fig. 15. The process of Fig. 15 is executed continuously or at appropriate timing, separate from the process for the game. The control device 100 acquires voltage values ​​from the pressure sensors PS1 to PS6 (S410). Then, the acquired voltage values ​​are A / D converted (S411) to values ​​that can be handled as pressure values. Then, the control device 100 executes error checks of steps S420 to S432 for each of the pressure sensors PS1 to PS6.

[0093] The control device 100 determines whether the pressure value is greater than a predetermined value Pmax (S420). If the control device 100 determines that the pressure value is greater than the predetermined value Pmax (S420, Yes), it counts up the timer TE (S421). On the other hand, if the control device 100 determines that the pressure value is not greater than the predetermined value Pmax (S420, No), it resets the timer TE (S422).

[0094] The control device 100 then determines whether the timer TE is greater than the threshold value TEth (S430), and if it is determined that the timer TE is greater than the threshold value TEth (Yes in S430), it notifies the smartphone SP that the pressure sensor is abnormal (S431).Then, it stops the supply of electricity to the pressure sensor determined to be abnormal (S432).If the control device 100 determines that the timer TE is not greater than the threshold value TEth (No in S430) or after step S432, it ends the abnormality determination process.

[0095] Next, the abnormality determination process of the smartphone SP will be described with reference to Fig. 16. The process of Fig. 16 is executed continuously or at appropriate timing, separate from the process for the game.

[0096] The abnormality processing unit 220 determines whether at least one of the pressure sensors PS1 to PS6 is abnormal based on whether or not there is an abnormality notification from the control device 100 (S520). If it determines that at least one of the pressure sensors PS1 to PS6 is abnormal (S520, Yes), the abnormality processing unit 220 displays a pressure sensor error on the display DSP and prohibits the game processing unit 210 from processing the game (S521). Then, it sends an abnormality notification email to the email address of the administrator of the seat experience system SYS (S522).

[0097] After step S522, or if it is determined in step S520 that there is no abnormality in any of the pressure sensors PS1 to PS6 (S520, No), the abnormality processing unit 220 determines whether or not there is an abnormality in communication with the server SV (S530). For example, the abnormality processing unit 220 makes a specific inquiry to the server SV to confirm whether communication has been established, and determines whether or not there is an abnormality in communication based on whether or not there is a proper response. If it is determined that there is an abnormality in communication with the server SV (S530, Yes), the abnormality processing unit 220 displays a communication error on the display DSP (S531). Then, the operation is switched to offline mode, in which the game is not run simultaneously with other smartphones SP and the game can be run only offline (S532).

[0098] After step S532, or if it is determined in step S530 that there is no abnormality in communication with the server SV (S530, No), the abnormality processing unit 220 acquires from the navigation system 300 route information during navigation, position information of the vehicle CR, speed information of the vehicle CR, etc., and determines whether the vehicle CR will enter a tunnel within a predetermined time based on the route information, position information, and speed information (S540). If the abnormality processing unit 220 determines that the vehicle CR will enter a tunnel within the predetermined time (S540, Yes), it sets flag FT to 1 (S532). Then, the abnormality processing unit 220 displays on the display DSP a message that communication with the server SV may be interrupted (a communication failure warning) (S533), and ends the processing. On the other hand, when it is determined that the vehicle CR will not enter the tunnel within the predetermined time (S540, No), the abnormality processing unit 220 sets the flag FT to 0 (S535) and ends the processing.

[0099] The above processing in Fig. 16 is performed continuously or at appropriate times while the app is running, but it is also executed when the app is running. Therefore, if there is an abnormality when the app is running, the seat occupant P is notified of the abnormality in the seat experience system SYS, and the administrator is also notified of the abnormality. Then, when the seat experience system SYS is available in a limited manner, the seat occupant P can choose whether or not to run the app.

[0100] With the above-described configuration, the seat experience system SYS of this embodiment can achieve the following effects. The control device 100 outputs the pressure values ​​obtained from the pressure sensors PS1 to PS6 to the smartphone SP as signals for operating the game app on the smartphone SP, so that the occupant P sitting in the seat S can operate the smartphone SP by moving their legs or shoulders on the seat body S0. This eliminates the need to operate the smartphone SP with one's hands, and allows the user to operate the smartphone by moving their body on the seat body S0. This allows the user to refresh themselves by moving their body appropriately when they get tired while riding in the vehicle.

[0101] If the smartphone SP detects an abnormality in the seat experience system SYS, for example, a failure of the pressure sensors PS1 to PS6, or if there is an abnormality in communication with the server SV, it notifies the occupant P of the abnormality and restricts at least some of the functions of the seat experience system SYS, so that the occupant P can understand the system status and use the seat experience system SYS with peace of mind.

[0102] In this embodiment, if an abnormality occurs in the seat experience system SYS, the administrator of the seat experience system SYS can be informed of the abnormality in the system, and the abnormality can be quickly restored. Alternatively, the seat occupant P can be reassured by being informed of how to deal with the abnormality.

[0103] Furthermore, when an abnormality occurs in any of the pressure sensors PS1 to PS6, the control device 100 does not supply electricity to the pressure sensors PS1 to PS6, thereby making it possible to reduce power consumption.

[0104] Furthermore, when the smartphone SP is unable to communicate with the server SV, it switches to offline mode and operates, so that the smartphone SP can provide the seated person P with a game even when it is unable to communicate with the server SV.

[0105] In addition, the smartphone SP predicts that the person will enter a tunnel within a specified time and notifies the person P by displaying on the display DSP that communication with the server SV may be interrupted, so that the person P can be aware of the occurrence of a communication abnormality in advance.

[0106] In this way, the seat experience system SYS operates differently depending on the type and severity of the abnormality, and therefore can restrict its functions at an appropriate level according to the abnormality.

[0107] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-described embodiments. The specific configurations can be appropriately changed without departing from the spirit of the present invention.

[0108] For example, in the above embodiment, if communication with the server SV is not possible, the game will not be run simultaneously with other seat experience systems SYS. However, if the control device 100 in the vehicle CR has the same function as the server SV to synchronize games between multiple smartphones SP among multiple seat experience systems SYS in the vehicle CR, the game may be configured to be run simultaneously between multiple seats S in the vehicle CR in offline mode.

[0109] In the above embodiment, the smartphone SP, which is the seat experience device, is operated based on the measured values ​​of the pressure sensors PS1 to PS6, but it may be configured to operate other devices inside the vehicle CR. For example, it may be configured to move objects installed inside the vehicle CR for a game.

[0110] In the above embodiment, when an abnormality occurs in the seat experience system SYS, the abnormality is displayed in text on the display DSP of the smartphone SP, which is the seat experience device. However, the abnormality may also be displayed in pictures or colors. Furthermore, in addition to displaying the abnormality on the display DSP, the abnormality may also be notified by sound, vibration, smell, or other tactile changes. Furthermore, the system may be configured so that the abnormality is not only notified to the seat occupant P using the seat experience system SYS, but also to be notified to the smartphone SP of other passengers riding with the seat occupant P, depending on the user's settings. In this specification, "notifying the seat occupant P" refers to notification by these methods. For example, if a child is playing a game on the seat experience system SYS, the parent can be notified of the abnormality on their smartphone, allowing the parent to take the necessary action.

[0111] In addition, in the above embodiment, the seat experience device notifies the terminal used by the administrator of the seat experience system SYS and the server SV of the abnormality, but the abnormality may be notified only to one of the administrator's terminal and the server SV.

[0112] In the above embodiment, a communication abnormality between the smartphone SP and the server SV is exemplified as a communication abnormality. However, communication abnormalities also include other communication abnormalities, such as communication between a sensor and a seat control unit, or communication between a seat control unit and a seat experience device. When a communication abnormality is detected, the seat experience device may not only notify the seat occupant of the abnormality but also attempt to reconnect and notify the seat occupant of the status. If automatic recovery by reconnecting is not possible, the seat occupant P may be notified of reconnection procedures so that the seat occupant can manually attempt to reconnect. If the communication abnormality cannot be resolved manually, the details of the abnormality may be notified to a terminal used by the server or an administrator, and the server or administrator may notify the seat occupant of the analysis results. To enable such analysis, the server may have a mechanism for identifying the type of communication error and which part of the communication is occurring from a communication log.

[0113] In the above-described embodiment, abnormalities in the communication and pressure sensors PS1 to PS6 are given as typical examples of abnormalities, but other devices, such as abnormalities in a temperature control device such as a heater or fan provided in the seat, abnormalities in an actuator that moves part or all of the seat, abnormalities in other sensors such as a seat weight sensor or temperature sensor, abnormalities related to the remaining amount or usage status of consumables such as a low volume of air freshener used in the seat, abnormalities in the seat control unit itself, abnormalities in the external environment, etc. Abnormalities in the external environment are, for example, situations that are undesirable for running the app, such as another vehicle approaching, poor road conditions, high vehicle speed, the occurrence of an earthquake, the destination being close, the destination having been reached, the game being predicted not to end until the destination has been reached, low fuel remaining, low battery capacity, high temperature or humidity inside or outside the vehicle, etc.

[0114] Furthermore, when the seat experience device detects that there has been unauthorized access to the server or the seat experience device, it may immediately stop the service using the communication or immediately stop the application itself in order to minimize damage such as leakage of personal information. Alternatively, when unauthorized access is detected, it may block communication from the IP address that has made the unauthorized access and allow other communication to continue.

[0115] The seat experience device may restrict functions when an abnormality is detected once, or may restrict functions when an abnormality is detected multiple times. The method of restricting functions may vary depending on the severity of the abnormality, such as a first restriction of forcibly terminating the app, a second restriction of providing a prompt to choose to terminate the app, or a third restriction of merely notifying the user to terminate the app. In this case, the notification method and strength may vary depending on the severity of the abnormality, such as using large text and a loud sound when the abnormality is severe, and using small text and a quiet sound when the abnormality is mild.

[0116] When an abnormality is detected, the seat experience device may restrict the user from viewing the situation of other people's games inside the vehicle, inside other vehicles, outside the vehicle, etc.

[0117] The seat experience device may vary the degree and type of function restriction depending on the vehicle situation. Examples of vehicle situations include when the vehicle is stopped, parked, or in automatic driving mode. Furthermore, the device may restrict or not restrict functions depending on the position or type of seat in the vehicle. Furthermore, even if an abnormality occurs, the device may be configured to run the game without restricting functions only if all people in the vehicle agree not to restrict functions, or if a person playing the game outside the vehicle also agrees.

[0118] When purchasing or downloading an app for the seat experience device on the smartphone SP, it is desirable to notify the user in advance of any abnormalities that may occur and the processing flow in such cases.

[0119] When an abnormality is detected in some of the sensors, the seat experience device may recommend that the seated person select a game that uses other sensors that are not abnormal. For example, if an abnormality is detected in the sensors at the center of the seat, the seat experience device may ask the seated person whether to play a game that uses the sensors at the left and right protruding portions of the seat toward the seated person.

[0120] In the above embodiment, the seat control unit determines that the sensor has failed when the signal received from the sensor remains greater than a predetermined value for a predetermined period of time, but the seat control unit may determine that the sensor has failed when the signal remains smaller than a predetermined value for a predetermined period of time or when the signal exhibits large fluctuations for a predetermined period of time. Large signal fluctuations can be determined, for example, by satisfying the condition that the signal amplitude is greater than a predetermined threshold.

[0121] In the above embodiment, the seat experience device provides a 100m sprint game as an example of a game, but other games or services may be provided. Furthermore, the seat experience device is not limited to a smartphone, but may also be a tablet PC, a personal computer, a navigation system, or the like.

[0122] In the above embodiment, a pressure sensor is used as an example of the sensor, but the sensor may be other types of sensors, such as a capacitance sensor, a camera, a temperature sensor, etc. Furthermore, when measuring pressure, a pressure distribution sensor may also be used.

[0123] In the above embodiment, the seat control unit and the seat experience device are connected by wireless communication, but they may be connected by wired communication.

[0124] In the above embodiment, a seat mounted on an automobile vehicle is exemplified as the seat, but the seat may be a seat for a vehicle other than an automobile, such as a train, or may be a seat for a vehicle other than a vehicle, such as a ship or an aircraft. Furthermore, the seat may be a seat installed in a vehicle other than a vehicle, for example, for rehabilitation or training.

[0125] Furthermore, the elements described in the embodiments and modifications described in this specification can be implemented in appropriate combinations. [Explanation of symbols]

[0126] 100 control device 220 Abnormality Processing Unit 300 Navigation System CR vehicle PS1~PS6 pressure sensors S seat S0 seat body SP Smartphone SV Server

Claims

1. A seat comprising: a seat body; a sensor provided to detect the state of the seat surface facing a person seated on the seat body and to acquire measured values ​​for detecting the movements of the person seated on the seat body; and a seat control unit connected to the sensor so as to be able to acquire the measured values ​​from the sensor. A seat experience device connected to the seat control unit, the seat experience device which can be operated based on the measured value, A seat experience system comprising a server capable of communicating with the aforementioned seat experience device, The aforementioned seat is installed in the vehicle, The aforementioned seat experience device is A seat experience system characterized by acquiring route information, vehicle location information, and vehicle speed information from a navigation system, and, based on the route information, location information, and speed information, determining that the vehicle will enter a location prone to communication failures within a predetermined time, notifying the seated person that communication with the server may be interrupted.

2. The seat experience system according to Claim 1, characterized in that when the seat experience device detects an abnormality in the seat experience system, it notifies the server and / or a terminal used by the administrator of the seat experience system of the abnormality.

3. The seat experience device is characterized in that it detects an abnormality by receiving notification of an abnormality in the seat experience system from the seat control unit, as described in Claim 1 or Claim 2.

4. The seat experience system according to any one of claims 1 to 3, characterized in that the seat control unit determines that there is an abnormality in the sensor when the signal received from the sensor remains greater than a predetermined value for a predetermined period of time, remains less than a predetermined value for a predetermined period of time, or remains in a state of large fluctuation for a predetermined period of time.

5. The seat experience system according to claim 4, characterized in that the seat control unit stops supplying electricity to the sensor when it determines that there is an abnormality in the sensor.

6. The seat experience device is The game is provided by having the seated person move on the aforementioned seat body. The system is configured to communicate with other seat experience devices via the aforementioned server and to run games online simultaneously with other seat experience devices. The seat experience system according to any one of claims 1 to 5, characterized in that, if there is an abnormality in communication with the server, the game will not be run simultaneously with the other seat experience devices, and the game will be run only offline.

7. The seat experience system according to any one of claims 1 to 6, characterized in that the seat experience device detects and notifies of abnormalities in the external environment.

8. The seat experience system according to any one of claims 1 to 7, characterized in that the seat experience device stops the service using communication when it detects that there has been unauthorized access to the server and / or the seat experience device.

9. The seat experience system according to any one of claims 1 to 8, characterized in that the seat experience device restricts its functions according to the vehicle's condition when it detects an abnormality.

10. The seat body has a seat cushion and a seat back, The seat experience system according to any one of claims 1 to 9, characterized in that the seat cushion and the seat back are provided with a plurality of pressure sensors as sensors under the surface.