Biomechanical Feedback Gaming System for Athletic Training

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional gaming systems fail to provide adequate physical exercise, lacking the physical stimulus necessary for health benefits despite offering engaging virtual sports environments.

Innovation Solution

A gaming system equipped with biomechanical detection units and a processor-driven game engine that generates a virtual environment, detects user movements, and provides feedback based on compliance with predetermined biomechanical rules, encouraging athletic activities while minimizing injury risk through virtual training and rewards.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional gaming systems are used to provide virtual sports environments, then user engagement and entertainment are improved, but physical exercise and health benefits deteriorate

Engineering Contradiction:
Improveuser engagementVSAvoidphysical exercise
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system implements real-time biomechanical feedback by detecting user movements through sensors and comparing them to correct athletic form data. The system provides immediate feedback through visual, auditory, or haptic signals when the user performs movements correctly or incorrectly, enabling them to improve their physical technique while playing the game.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The gaming system transitions from a static, controller-based interface to a dynamic, full-body movement system. The game responds to the user's physical movements in real-time, adjusting game states based on the quality and intensity of the physical actions performed, thereby integrating physical exercise directly into the gameplay mechanics.

Inventive Principle:
Principle #15Dynamics

2Productivity

If biomechanical detection units and feedback mechanisms are added to the gaming system, then physical exercise and training effectiveness are improved, but device complexity increases

Engineering Contradiction:
Improvetraining effectivenessVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The gaming system is designed to perform multiple functions: it serves as both a traditional video game platform and a biomechanical training system. The same hardware components (sensors, processors, displays) are used for both entertainment and athletic training purposes, eliminating the need for separate dedicated training equipment.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system automatically captures biomechanical data through integrated sensors, processes the movement data through algorithms, compares it to reference athletic form data, and provides feedback without requiring external coaches or manual analysis. The system self-regulates and adapts to provide personalized training feedback.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11130063B2Gaming system for sports-based biomechanical feedback
Publication Date: 2021.09.28 QUANTUM ATHLETE TECH LLC
  • US11130063B2 patent drawing
  • US11130063B2 patent drawing
  • US11130063B2 patent drawing

AI summary

A gaming system has one or more biomechanical detection units that detect one or more user biomechanical movements of a real-world user. Furthermore, the gaming system has a processor that is programmed to invoke a game engine to generate a virtual game environment. The game engine also determines a real-world athlete having one or more characteristic biomechanical movements. Furthermore, the game engine generates a virtual avatar corresponding to the real-world user. The game engine also presents one or more virtual stimuli in the virtual game environment to the real-world user. Additionally, the game engine determines if the one or more user biomechanical movements in reaction to the one or more virtual stimuli correspond to the one or more characteristic biomechanical movements within a predetermined tolerance threshold, and generate a virtual game acknowledgement based upon the determination that the predetermined tolerance threshold is met.