Metaverse Gym With Sensor-Driven Avatar Training

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Solution Overview

Problem

Traditional electronic exercise equipment is bulky, requires significant wall space, has cumbersome controls, and lacks flexibility in routine adjustments, often failing to motivate users effectively.

Innovation Solution

Systems and methods involving electronic exercise equipment with processors, sensors, and mobile devices to simulate virtual training environments, perform dynamic injury adjustments, and coordinate multi-space exertion routines, allowing for streamlined use and personalized exercise experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional electronic exercise equipment is used, then resistance training functionality is provided, but the equipment becomes bulky and requires significant wall space

Engineering Contradiction:
Improveresistance training functionalityVSAvoidwall space
Core Design Contradiction:
Adaptability or versatilityVSArea of stationary object

Solution Approach 1:

The patent transitions from physical exercise equipment occupying wall space to a virtual reality system where exercise environments exist in a digital dimension. Users wear VR headsets and interact with virtual avatars, moving the exercise experience from three-dimensional physical space to an immersive virtual environment, thereby eliminating the need for bulky physical equipment.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system creates virtual copies of exercise environments, equipment, and training scenarios within the metaverse. Instead of requiring physical replicas of gym equipment, the system generates digital twins and simulated exercise machines that replicate the functionality and experience of physical equipment without occupying physical space.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If traditional exercise machines with mechanical controls are used, then exercise functionality is provided, but the controls become cumbersome and require two-handed adjustment

Engineering Contradiction:
Improveexercise functionalityVSAvoidcontrol mechanism
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent replaces mechanical control systems with voice recognition and gesture-based interfaces. Users can adjust exercise parameters, select routines, and modify settings through spoken commands or hand gestures recognized by the VR system, eliminating the need for complex mechanical dials, levers, and buttons that require two-handed operation.

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

Solution Approach 2:

The system incorporates automated routine adjustment capabilities where the virtual training environment automatically modifies exercise parameters based on user performance, feedback, and predefined goals. The system self-adjusts resistance levels, timing, and exercise sequences without requiring manual intervention, making the operation seamless and intuitive.

Inventive Principle:
Principle #25Self-service

3Extent of automation

If rigid electronic exercise systems are used, then automated control is provided, but the systems fail to allow alteration of routines after initial setup and lack motivation

Engineering Contradiction:
Improveautomated controlVSAvoidroutine alteration flexibility
Core Design Contradiction:
Extent of automationVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic exercise routines where the virtual training program continuously adapts during execution. Users can modify exercise parameters, switch between different workout modes, and adjust intensity levels in real-time through voice commands or interactions with the virtual environment. The system responds dynamically to user needs, maintaining both automation and flexibility.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system incorporates real-time feedback mechanisms where virtual avatars provide encouragement, performance analysis, and motivational cues. The system monitors user progress, provides comparative statistics, and adjusts routines based on achieved goals, creating an interactive loop that maintains user engagement and allows continuous routine modification based on performance feedback.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12458844B2Systems and methods for a metaverse gym
Publication Date: 2025.11.04 AMP FIT ISRAEL LTD
  • US12458844B2 patent drawing
  • US12458844B2 patent drawing
  • US12458844B2 patent drawing

AI summary

Systems and methods include at least one processor performing simulate a virtual training experience operations comprising generating a simulated exercise environment, presenting a first avatar and second in the simulated exercise environment, receiving from at least one first and second sensors associated with a first and second piece of exercise equipment. In response to the first and second signals causing the first and second avatar to simulate in the simulated exercise environment. The operation further comprises enabling the participants to view physical exertion and enabling the first participant and the second participant to communicate with each other.