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Title:
SYSTEMS AND METHODS FOR EXERCISE GUIDANCE AND TRACKING
Document Type and Number:
WIPO Patent Application WO/2019/161086
Kind Code:
A1
Abstract:
Systems and methods are provided for guiding a participant through a fitness experience or workout. The participant is provided access to an exercise area at a fitness facility, with the exercise area comprising several exercise or game modules. At each module, the participant engages in a customized exercise or game that is tailored to the participant's fitness level or to key fitness elements that the participant is expected to work on. An instructor may program each module with a type and difficulty of game that is appropriate for the participant, and the participant's activities and results are tracked over time and reported to both the instructor and the participant.

Inventors:
SIMON DEAN (US)
SPERLING TIFFANIE (US)
Application Number:
PCT/US2019/018051
Publication Date:
August 22, 2019
Filing Date:
February 14, 2019
Export Citation:
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Assignee:
ENERGEEWHIZZ HOLDINGS LLC (US)
International Classes:
A63B22/00; A63B69/00; A63B23/00; A63B24/00; A63B71/00; A63F9/24
Foreign References:
US20140363800A12014-12-11
US20160275815A12016-09-22
US20130172129A12013-07-04
US20120268360A12012-10-25
US20140369695A12014-12-18
US20080051228A12008-02-28
Attorney, Agent or Firm:
SMOLINSKI, Zachary (US)
Download PDF:
Claims:
CLAIMS

1. A system for guiding a participant through a fitness experience, said system comprising:

an exercise facility having an exercise area with two or more modules, each module having game hardware that is programmed with fitness games custom- selected for each participant, wherein the participant is guided between modules and, at each module, performs the custom-selected game.

2. The system of claim 1 wherein the game hardware comprises lights that are lit sequentially, prompting the participant to interact with objects at the module.

3. The system of claim 2 wherein the objects are resilient balls.

4. The system of claim 2 wherein the objects are resilient hemispheres.

5. The system of claim 2 wherein the lights are provided within the objects.

6. The system of claim 2 wherein the lights are provided near the objects and illuminate the objects.

7. The system of claim 1 further comprising motion sensing devices.

8. The system of claim 1, wherein each module is configured to track performance and progress of each participant as they participate in the fitness experience.

9. A method for the automatic measurement and tracking of exercise performance comprising:

tracking the performance of a participant during a first exercise experience in which the participant participates in games at two or more modules; recording data gathered from motion-sensing devices related to the

performance of the participant during the first exercise experience;

analyzing recorded data to quantify participant performance; and

providing a second exercise experience for the participant, wherein the second exercise experience is customized based on the performance of the participant during the first exercise experience.

10. The method of claim 9, wherein each module further comprises lights that may be lit sequentially.

11. The method of claim 9, wherein the games are programmed into game hardware that is part of the modules.

12. The method of claim 9, wherein tracking the participant further comprises tracking an RFID bracelet worn by the participant.

13. The method of claim 9, wherein analyzing the recorded data may occur at a server.

14. The method of claim 9, wherein providing the second exercise experience may include providing an audio prompt for the second exercise experience to the participant.

15. A method for automatically programming a module with a game custom-selected for a participant comprising:

providing a first game for the participant having first game criteria;

recording data related to the performance of the participant during the first game, thereby creating first game recorded data;

presenting the first game recorded data;

evaluating the first game recorded data; and

based on the results of the evaluation, creating or selecting second game criteria different from the first game criteria and tailored to change the challenge of the game for the participant.

16. The method of claim 15, wherein the first game criteria comprises a difficulty setting for a cardio activity, a strength activity or a combination thereof.

17. The method of claim 15, wherein the second game criteria comprises a difficulty setting for a cardio activity, a strength activity or a combination thereof.

18. The method of claim 15, wherein evaluating the first game recorded data comprises analyzing the first game recorded data at a server.

19. The method of claim 15, wherein presenting the first game recorded data comprises presenting the data at a terminal, or at a wireless interface.

20. The method of claim 15, wherein recording the data comprises recording the participant’s movement via a RFID bracelet, motion sensing devices, or a combination thereof.

Description:
SYSTEMS AND METHODS FOR

EXERCISE GUIDANCE AND TRACKING

REFERENCE TO PRIOR APPLICATION

This application claims the benefit of U. S. Provisional Application Serial No. 62/710,566, entitled“Systems and Methods for Exercise Guidance and Tracking,” and filed on February 17, 2018, and incorporated herein by reference in its entirety.

BACKGROUND

Field of the Invention:

[0001] The present invention is directed to systems and methods for guiding participants through a series of exercises and tracking participant results in those exercises.

Description of the Related Art:

[0002] The fields of exercise equipment and exercise facilities employ a number of standard elements in their design and implementation. Generally, standalone fitness equipment is employed by individual users, either to attain their own workout goals or in conjunction with trainers who help to define goals and assist users with their form. Equipment may be grouped by type in gym facilities, with each piece of equipment serving a role (e.g., cardio workout, strength training).

BRIEF DESCRIPTION OF THE DRAWINGS

[0003] Fig. 1 is a plan drawing of a guided workout facility according to one embodiment of the present invention;

[0004] Fig. 2 is a block diagram showing the operation of software systems according to one embodiment of the invention;

[0005] Fig. 3. is a block diagram showing the function of hardware elements in one embodiment of the invention;

[0006] Fig. 4 is a block diagram showing pre-workout functions of systems in one embodiment of the invention; [0007] Fig. 5. is a block diagram showing workout functions of systems in one embodiment of the invention;

[0008] Fig. 6 is a block diagram showing post-workout functions of systems in one embodiment of the invention; and

[0009] Figs. 7-12 are perspective views showing exercise or game modules according to several embodiments of the invention.

DETAILED DESCRIPTION

[0010] Shown and described herein are systems and methods for exercise guidance and tracking. Fig. 1 shows a plan view of an exercise facility 10 containing a number of exercise modules l2a-l2f. In one embodiment, a participant is guided through the exercise modules by an instructor, along with a combination of lights and sounds, and the participant’s location within the facility 10 is tracked using an RFID bracelet worn by the participant. An example participant experience in the facility 10 will now be described.

[0011] In a typical exercise plan, a participant will be pre-registered for an exercise experience, or workout, via a website or other networking method before arriving at the facility 10 to participate. Payment for the workout may be managed via a website, either through a subscription or a per-workout basis.

[0012] Upon arrival at the facility 10, the participant will approach a front desk 14, where the participant’s identity is verified and she is provided with an RFID bracelet that will be used to track her progress through a workout. The RFID bracelet may be used to open a gate 16, which recognizes the RFID bracelet and allows the participant to enter an exercise area 18 containing a number of exercise modules or modules l2a- l2f. While six exercise modules are shown in the illustrated embodiment, more or fewer modules may be employed.

[0013] In the described embodiment, the participant will join a class of other participants, but in some embodiments, participants may be guided through a workout alone or in smaller groups.

[0014] In the illustrated experience, the participant is first guided by an instructor to a first module 12, entitled“soap bubbles.” At each module, the participant first taps her RFID bracelet on a registration panel and then participates in an exercise as guided by images and sounds at the module, or by an instructor, or both. In one embodiment, the participant may register at either the module or simply at the assigned smaller segment of the module.

[0015] Upon the participant’s registration at the module l2a, software and hardware systems at the module recognize the participant and fetch a unique sequence of steps, which may be customized for the participant. As an example of a game that may be employed at the soap bubbles module l2a, balls or ball segments on a floor light up in a certain sequence, and the lit balls must be stepped on by the participant, in order, according to the objective of a game. In one game embodiment, if the participant steps on the wrong ball or fails to step on a ball in time, she misses that step, and the miss is recorded in a system for the assembly and generation of a participant report.

[0016] The game or exercise event at the module l2a will generally continue for set amount of time, for example from four to seven minutes. At the end of that time period, the participant’s time at the module l2a is complete. Either an instructor or a speaker provided at the module l2a will announce that the game is over, and the participant’s score at the module is sent to a database (which may be onsite or remote) and associated with the participant’s identity in the database.

[0017] After the participant’s time at the first module l2a is complete, the participant is guided to a second module l2b. Once again, the participant registers at this module using her RFID bracelet and is guided through an exercise session or game at the module l2b similarly to the steps described for the module l2a. In one embodiment, each module l2a-l2f provides a different exercise session or game that is designed to focus on one element of fitness, fine or gross motor skill, reaction time, balance, and the like.

[0018] The participant is similarly guided through the other modules l2c through 12 f. In one embodiment, one or more modules, such as the“shooting hoops” module l2f, are enabled only as a reward for successful completion of other modules or the attaining of set goals (such as fitness goals) at one or more other modules. In some cases, all of the modules may be employed in an exercise experience, and in some cases smaller subsets of modules may be employed in individual experiences, which may be tailored for groups of participants or individual participants.

[0019] After the exercise experience is completed by the participant, or during the experience, an instructor may evaluate the participants’ performance using a portable, wireless interface or an on-site terminal 20. The instructor may be provided with information regarding the participants’ results in one or more fitness development areas. For example, the instructor may learn that a participant’s cardio performance is excellent, but that arm strength is low. Upon learning these details, the instructor can set criteria for future exercise experiences customized for each participant. For example, given this information, the instructor might change the difficulty of cardio- focused or arm-strength-focused exercises provided at the module 12, customizing the experience for the next time the participant visits the facility 10. Each participant’s experiences may be tuned over time.

[0020] The details of the participant’s experience and her performance and fitness information may be accessed remotely, for example via website. A scorecard may be generated for tasks at each module, and an overall grade may be given for the participant’s performance in the exercise experience. Past grades, changes over time in performance, and the change in difficulty levels over time may be provided to participants or others via email, text message, or other messaging system reviewed remotely via an information portal.

[0021] Participants’ experiences at the facility 10 and outcome reports are enabled via the use of software and hardware systems. Fig. 2 is block diagram illustrating functions of a software system in one embodiment of the invention. A software system called Mindbody Online 22 is a registration and setup system that enables the registration and tracking of participants. Clients (participants) and staff (including instructors) are registered using this system, RFID bracelets are assigned to participants and staff, class schedules are set up, and participants register for classes and experiences using this system. A web app 24 enables the defining and storing of games for the modules 12, defining, storing, and tracking fitness experiences and games (or“workouts”), and reading client data from the registration and setup system 22. The web app may be used by staff at the facility 10 to define workouts for each module 12, including the manipulation of details such as reaction time, workout length, targets, sounds, and colors for each module 12, and to assign specific workouts to each participant for each game.

[0022] Fig. 3 is a block diagram showing hardware systems 26, 28, 30, and 32 according to one embodiment of the invention. A local system server 26 handles front-end requests, system service requests, and system hardware requests and hosts the web app 24, a database server, and back end services. Game hardware 28 resident at each module 12 contains targets, lights, and speakers which create a game at each module, and sensors with which to measure participant activity. The game hardware 28 also includes RFID scanners allowing participants to log into and initiate games and a microPC that accepts game scripts, controls game hardware, tabulates activity results, and uploads the results of each workout.

[0023] Magnetic gates 30 accept RFID scans of RFID bracelets allowing entry based on rules set in the system. Interface hardware 32 may be used by front desk personnel, office staff, fitness instructors, and management to access the web app 24 and the registration and setup system 22.

[0024] Pre-workout instructions may be set up as shown in the block diagram of Fig. 4. As shown at block 34, staff may use the registration and setup system 22 to set up schedules for participants, and as shown at block 36 staff may use a workout designer provided within the web app 24 to define custom workouts for each participant and each game.

[0025] Workout functionality is carried out as shown in the block diagram of Fig. 5. As shown at entry process 38, the registration and setup system 22 verifies participant information and the web app verifies that participant entry is allowed. The magnetic gate 30 is activated upon reading of proper RFID credentials and the participant may enter the exercise area 18 wearing her ID bracelet.

[0026] Next, participant game initiation process 40 begins when the participant is logged into a game at a module 12 using the RFID bracelet. The game at the module is set up for the participant based on the participant’s profile.

[0027] A staff game initiation process is shown at 42, and in this step the staff (instructor) scans an RFID bracelet enabling all games within a module 12 to start for the participants. Next, game performance occurs as shown at process 44. Participant results are logged and the game is conducted according to the customized design for each participant.

[0028] Post-workout processes 46 and 48 follow the completion of a fitness experience. As shown at process 46, instructors may use the web app 24 to review participant workout/game results and, if warranted, adjust workout plans for following fitness experiences. As shown at process 48, the web app 24 can be used to transmit workout/game results to participants (or, where participants are children, their parents or guardians).

[0029] In some embodiments, a participant’s performance may be automatically tracked and measured. This may be done by, for example, the software and hardware disclosed in Figures 2 and 3 working in conjunction. In particular, the participant’s data may be gathered by motion-sensing devices. That data may be analyzed to quantify a participant’s performance. The analysis may be done automatically by software operating on the hardware disclosed in Figure 3. In some instances, the software may be executed on a server, and in other instances the software may be executed at a mobile device used by an instructor. In other embodiments the analysis may be performed by an instructor for the participant.

[0030] Specific modules within the facility 10 will now be shown and described. In each module, performance and progress is tracked and reported using the game hardware 28 specific to the module 12, and stored and processed using the local system services system 26. The modules may receive and transmit information from and to the services system 26 using wired or wireless communication.

[0031] A first module l2a, which may be entitled a“soap bubbles” module, is shown at Fig. 7. In this module, bounce surfaces 34 in the form of exercise balls or resilient hemispheres are arrayed throughout a module platform 36 in wedge-shaped zones 38. In one embodiment, individual bounce surfaces 34 are sequentially lit from below, prompting a participant to interact with the lit bounce surfaces 34 by, for example, jumping on them or striking them. Sensors provided within the bounce platforms 34 detect whether the participant has stricken the appropriate platform. In one

embodiment, participants are expected to stay within their zones 38, but in other embodiments, participants may be encouraged to move throughout the entire module platform 36. In one embodiment, the module platform 36 is surrounded with a screen or net (not shown) to ensure that participants don’t fall off the module platform.

Participant performance and progress is tracked and reported using the game hardware 28 specific to the module l2a, and stored and processed using the local system services system 26.

[0032] A second module l2b, which may be entitled a“gauntlet module,” is shown at Fig. 8. In this module, vertically disposed platforms or walls 40 are provided with openings 42, in which resilient balls 44 are held in place, positioned by resilient members 46. The resilient members may be springs, elastic bands, or the like. In this module l2b, a participant is guided to interact with the balls 44, via sequential and/or simultaneous lighting of the balls 44. As each ball is illuminated, either from lights provided within the balls 44 or disposed around the openings 42, the participant is prompted to strike the lit ball. The lights may be extinguished after the appropriate ball or balls are stricken. To tailor the difficulty of this module, as with other modules, lights may be illuminated in different patterns or at different speeds, prompting the participant to move more quickly or in different directions, thereby providing an opportunity to work on dexterity, speed of response, and other physical and mental skills. In one embodiment, the walls 40 are stationary, and in another the walls 40 may be positioned in alternative directions. The embodiment of Fig. 8 has an isolated ball 48 which may be illuminated or interacted with in a bonus operation.

[0033] A third module l2c, which may be entitled a“cycline module,” is shown at Fig. 8. In this module, resilient platforms 50 are provided, upon which the participant may sit or kneel. If kneeling, the participant may rest her chest on a chest support 51. Bicycle-style rotors 52 have handles 54 that are grabbed by the participant and rotated to form the primary exercise motion of this module. When seated on the resilient platforms 50, the participants may be held in place by straps that extend outwardly from the main cycle body 56 and around their backs. In this module l2c, a participant is guided to move the rotors 52 at faster or slower paces by a light tower 58, provided with light indicators 60 for each participant. Each light indicator 60 is broken into a number of light segments 62. To prompt the participant to move her rotor more quickly, light segments 62 higher up on the indicators 60 are lit, and to prompt the participant to move the rotor more slowly, lower segments 62 are lit. As with the other modules, the intensity of this workout is varied depending on the participant’s history and level of fitness, and the report of the participant’s performance is recorded for future reference and use.

[0034] A fourth module l2d, which may be termed a“wall strike” module, is illustrated at Fig. 10. In this module, a wall 64 is provided with a number of targets 66 that are grouped into participant regions 68. In one embodiment, the targets 66 are resilient hemispheres that may be lit from behind and that contain sensors that sense when a participant has interacted with each target by, for example, kicking or punching the target. The participants may be held within straps 70, which extend from the ceiling and contain arm holes 72. Using the straps, participants may be suspended so that their feet are free to kick the targets 66. Similarly to other modules, the targets 66 may be illuminated simultaneously and/or sequentially to provide participants with a challenge, and that challenge may be modified by changing the pace of illumination of the targets 66 or the number of targets illuminated.

[0035] A fifth module l2e, which may be termed a“bounceline” module, is illustrated at Fig. 11. In this module, an upright 74 is provided at or near its top with a handlebar 76 having two handles 78. The participant holds onto the handles 78 and interacts with bounce surfaces 80, which may be illuminated and which may sense participant interaction as described in other modules herein. In one embodiment, each participant is expected to interact with two bounce surfaces, but more or fewer bounce surfaces may be employed in other embodiments. Similarly to other modules, the targets 66 may be illuminated simultaneously and/or sequentially to provide participants with a challenge, and that challenge may be modified by changing the pace of illumination of the targets 66 or the number of targets illuminated.

[0036] A sixth module l2f, which may be termed a“shooting hoops” module, is illustrated at Fig. 12. In this module, a number of goals 82 are provided along a ball return path 84. Participants are positioned on a module platform 86, which may be similar to the module platform 36 shown in Fig. 7, and are prompted to toss balls into the goals 82. The entry of the balls into the goals 82 may be sensed and tracked, and the balls proceed down the ball return path 84 to a ball retrieval area 88, where they may be collected by participants and returned to play. Similarly to other modules, bouncing surfaces 90 may be illuminated simultaneously and/or sequentially to provide participants with a challenge, and that challenge may be modified by changing the pace of illumination of the bouncing surfaces.

[0037] The description contains depictions of embodiments of the invention, which are not meant to limit the scope of the invention. The scope of the invention is as defined in the following claims.