CPC G16H 20/30 (2018.01) [A63B 24/0003 (2013.01); A63F 13/428 (2014.09); A63F 13/211 (2014.09); A63F 2300/105 (2013.01); A63F 2300/1012 (2013.01); A63F 2300/1018 (2013.01); A63F 2300/1043 (2013.01); A63F 2300/6027 (2013.01); A63F 2300/6045 (2013.01)] | 2 Claims |
1. A system for adapting a fitness device into a game controller, comprising:
one or more controllers configured to receive manual game control input from a user and transmit a dataset comprising game control input to a host device;
a fitness server comprising a cloud services module, a fitness database, and an application database, wherein the fitness server is configured to:
store historical fitness data from a user in the fitness database, the historical fitness data comprising physical activity and game performance data;
receive connections from a host device associated with the user;
allow the host device to download game applications;
receive intensity of effort data for the user from the host device; and
update the user's historical data in the fitness database with the intensity of effort data; and
a host device comprising a memory, a processor, and a plurality of programming instructions stored in the memory which, when operating on the processor, cause the host device to:
connect with the fitness server;
download and operate a game application from the application database on the fitness server, the game application configured to receive inputs, change its operation in response to the inputs, and display a visual output corresponding to the changed operation;
retrieve the historical data for the user from the fitness database on the fitness server;
receive real-time motion data information from a motion sensor;
receive the dataset comprising game control input from the one or more controllers;
determine, based on the real-time motion data and the historical data, a motion signature representing a recurring movement related to a fitness activity;
create an activity vector representing the motion signature;
calculate intensity of effort data from the activity vector;
send the intensity of effort data to the fitness server;
send the activity vector to the game application as movement input;
send the second dataset to the game application as action input; and
display the visual output from the game application to the fitness device user.
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