Motion Sensing Fitness Controller for Real-Time Screen Interaction

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Solution Overview

Problem

Users interacting with fitness devices cannot effectively engage with screen elements during fitness activities, as existing systems do not allow for dynamic interaction between the user's motions and the screen content.

Innovation Solution

A mobile and adaptable fitness system that includes motion sensing devices and hand controllers connected to standard fitness equipment, allowing users to control applications on a host device with their physical inputs, transforming the fitness device into a game controller and enabling interactive experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a user views a static screen during fitness activity, then the user can see predetermined content, but the user cannot interact with screen elements based on their physical motions

Engineering Contradiction:
Improveuser interaction with screen elementsVSAvoiddynamic response to user motions
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system implements feedback by capturing user motion data through sensors during fitness activities and using this data to dynamically control and interact with screen elements in real-time, creating a closed-loop system where user actions directly influence digital content

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent replaces traditional mechanical control interfaces (buttons, joysticks) with motion sensing technology that captures physical movements through accelerometers, gyroscopes, and other sensors, translating bodily motions into digital control signals for screen interaction

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If traditional fitness devices are used, then the fitness function is provided, but the device cannot control application elements on a screen

Engineering Contradiction:
Improvecontrol capability over screen elementsVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system achieves multi-functionality by enabling fitness equipment to serve dual purposes: maintaining its primary exercise function while simultaneously acting as a motion controller for digital applications, allowing one device to control multiple types of screen elements across different applications

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

Solution Approach 2:

The patent introduces motion sensors and processing systems as intermediaries between the fitness device and the screen display, translating physical movements into digital control signals without requiring direct mechanical connection or complex integration between the fitness equipment and display system

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If motion sensing devices are added to fitness equipment, then real-time interaction with screen elements is enabled, but the device complexity increases

Engineering Contradiction:
Improvereal-time control of virtual objectsVSAvoidsystem components
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system implements self-service by having the motion sensing devices automatically capture, process, and translate user movements into control signals without requiring manual intervention or complex configuration, with the system autonomously mapping physical actions to corresponding digital commands

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11756664B2Mobile and adaptable fitness system
Publication Date: 2023.09.12 BLUE GOJI LLC
  • US11756664B2 patent drawing
  • US11756664B2 patent drawing
  • US11756664B2 patent drawing

AI summary

A mobile and adaptable fitness system allows a fitness device to be used to control an application running on a host device. The system includes one or more controllers, a motion sensing device, and a host device. The hand controllers may be mounted on the handlebars of the fitness device or held in a user's hands and include buttons that the user can press. The motion sensing device may be mounted on the user or on a moving part of the fitness device and contains sensors that capture motion performed by the user. The host device receives input data from the hand controllers and the motion sensing device and generates an activity vector representing the intensity at which the user performs a fitness activity. Based on the activity vector, the host device controls an object in an application, such as a character, based on the input data.