`United States Patent
`[45]
`Ulrich et a1.
`
`I111
`
`Patent Number:
`
`5,466,200
`
`Date of Patent:
`Nov. 14, 1995
`
`IIIIII lllfl III Illll |||1| Illl III III III Ell Ill 1111" III lllll III!
`US005466200A
`
`154]
`
`1751
`
`[73]
`
`[21]
`
`[22]
`
`[631
`
`[511
`152]
`
`153]
`
`[561
`
`INTERACTIVE EXERCISE APPARATUS
`
`Inventors; W. Thatcher Ulrich, Boston; Harvey
`A. Koselka; Aaron F. Bohick, both of
`Newton; Michael H. Benjamin,
`Quincy, all of Mass.
`
`Assignee: CyberGear, Inc., Cambridge, Mass.
`
`Appl. No.: 189,896
`
`Filed:
`
`Feb. 1, 1994
`
`4,709,917
`4,710,129
`4,711,447
`4,720,789
`4,771,394
`
`12/1987
`12/1987
`12/1987
`1/1988
`9/1988
`
`272/73
`Yang ....................
`434/55
`Newman et al
`
`. 272/73
`Mansfield .....
`
`Hector ct a1.
`.
`.. 364/410
`
`Cavanagh ................................ 364/561
`
`(List continued on next page.)
`FOREIGN PATENT DOCUMENTS
`0028209
`6/1981
`European Pet. 00‘. .
`0354785
`2/1990
`European Pat. OE. .
`92166598
`7/1992 Germany .
`2194369
`3/1988 United Kingdom .
`W0/87/00066
`1/1987 WIPO .
`
`Related US. Application Data
`
`OTHER PUBLICATIONS
`
`Continuation-impart of Ser. No. 12,305, Feb. 2. 1993. aban-
`doned.
`
`Int. Cl.6 ................................................. A638 21100
`
`US. Cl. .....
`.. 482/4; 482/1; 482/3; 482/6;
`482/57; 482/901
`Field of Search ............................... 482/1—8, 52, 53,
`48257, 72, 900~902; 434/157, 247
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`
`
`
`
`3.686.776
`8/1972 Dahl .......................
`3,722,884
`3/1973 Brown ....................
`3.767.195
`10/1973 Dimick .
`3,903,613
`9/1975 Bisberg ..................
`4,049,262
`9/1977 Cunningham, Jr.
`4,141,630
`711979 Emmons ........
`4.170.834
`10/1979 Smart .....
`
`4,196,528
`4/1990 Foemt .....
`4,358,105
`11/1982 Sweeney, Jr. .
`4.418.911
`12/1983 Bowers et al. .
`.
`273/85
`4,461,470
`7/1984 Astroth et al.
`.
`273/85
`
`4,464,117
`8/1984 Focrst .........
`434/67
`
`4,478,407 10/1984 Manabe ..
`
`
`4,512,567
`4/1985 Phillips
`4,512,567
`411985 Phillips.
`4,527,980
`7/1985 Miller ........................................ 434/55
`4,542,897
`9/1985 Melton et al.
`.
`4572509
`211986 Siuick ....................................... 273/85
`4,616,829 10/1986 Smack, Sr. et al.
`273/86
`4.630.817
`12/1986 Buckley .....
`4,637,605
`1/1987 Ritchie
`
`
`
`International Search Report (4 pages) for related case PCT/
`U894/01247.
`Citation; Virtual Reality Gallery at SIGGRAPH' 1991 1
`page.
`“DIS and Virtual Reality Networking with VR—Link", Vir—
`tual Reality World, Mar/Apr. 1994, page 8.
`
`Primary Examiner—Richard .l. Apley
`Assistant Examiner—Glenn E. Richman
`Attorney, Agent, or Firm—Tesla, Hurwitz & Thibeault
`
`[57]
`
`ABSTRACT
`
`An interactive exercise apparatus engages a user’s mind and
`body. The apparatus comprises an exercise mechanism and
`a steering mechanism for manipulation by the user to
`achieve exercise and to indicate a direction of motion. A
`simulated environment
`is generated by a computer and
`displayed on a display system for the user. The user manipu—
`lates the exercise mechanism and the steering mechanism to
`freely navigate through the simulated environment. The
`computer monitors the exercise mechanism and the steering
`mechanism to determine user position in the simulated
`environment. The display is periodically updated by the
`computer to provide a continuous visual display of the user's
`position as the user travels through the simulated environ-
`ment. A plurality of the interactive exercise apparatus can be
`networked together to allow group participation in the
`simulated environment
`
`24 Claims, 12 Drawing Sheets
`
`
`
`RECEIVE INPUTS
`
`COMPUTE UPDATED
`POSITION 8: STATE
`
`OF USER AND
`OTHER OBJECIS IN
`30 ENVIRONMENT
`
`
`UPDATE PEDAL
`GEMRAIE AUDIO 8-
`RESISTANCE 8:
`VISUAL DtSPLAY (I
`
`FAN SPEED
`30 ENVIRONMENT
`
`
`i
`--------- > now or INFORMATION
`—~ now or comm
`
`Petitioner Riot Games, Inc. - EX. 1012, p. 1
`
`
`
`
`5,466,200
`
`Page 2
`
`
`
`U.S. PATENT DOCUMENTS
`
`
`
`11/1988 Lautenschlager ......................... 272/73
`4,786,049
`
`
`
`
`
`4/1989 Nakao et .31..
`4,817,938
`
`
`
`
`
`4/1989 Augspurger at 211..
`4,817,939
`
`
`
`
`
`
`128/707
`8/1989 Schminke ........
`4,860,763
`
`
`
`
`
`
`
`
`
`
`
`434/45
`4,887,966 12/1989 Gellermann.
`
`
`
`
`
`
`
`12/1989 Letovsky etal.
`4,887,967
`434/61
`
`.. 364/410
`4,891,748
`1/1990
`
`
`
`
`
`482/53
`4/1990
`4,919,416
`
`
`
`
`
`
`
`.. 272/73
`5/1990
`4,925,183
`
`
`
`
`
`
`4,932,651
`
`
`
`4’938’475
`51031900
`
`5,031,901
`
`5,031,902
`
`5,051,638
`
`5072 929
`
`’
`‘
`5,213,555
`
`5,240,417
`
`
`
`
`
`
`
`
`
`6/1990 Defaux ................
`
`
`
`
`
`
`7/1990 smgem‘e‘al‘
`7/1991 Leask.
`
`
`7/1991 Saarinen.
`
`
`7/1991 Findlay.
`
`
`9,1991 WW
`
`
`t m
`12/1991 Pt
`
`
`
`
`”‘30“ ‘-
`5/1993 Hood et al.
`............................... 482/57
`
`
`
`
`
`
`8/1993 Smithson et a1,
`......................... 434/61
`
`
`
`
`
`
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 2
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 2
`
`
`
`US. Patent
`
`Nov. 14, 1995
`
`Sheet 1 of 12
`
`5,466,200
`
`0N
`
`24590
`
`53.5%
`
`9
`
`mmHDQEOU
`
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`
`Petitioner Riot Games, Inc. - EX. 1012, p. 3
`
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`
`
`
`US. Patent
`
`Nov. 14,1995
`
`Sheet 2 of 12
`
`5,466,200
`
`
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 4
`
`
`
`
`US. Patent
`
`
`
`Nov. 14, 1995
`
`
`
`
`
`Sheet 3 of 12
`
`
`
`
`
`
`5,466,200
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`
`
`
`
`46
`
`
`
`Fig. 28
`
`Petitioner Riot Games, Inc. - EX. 1012, p. 5
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 5
`
`
`
`
`
`
`
`11mm‘S’fl
`
`
`
`
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`
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`
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`
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`
`
` RECEIVE INPUTS
`
`
`
`
`
`COMPUTE UPDATED
`
`
`
`
`POSITION & STATE
`
`
`
`
`OF USER AND
`
`
`
`OTHER OBJECTS IN
`
`
`
`
`
`
`30 ENVIRONMENT
`______________________
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`GENERATE AUDIO &
`UPDATE PEDAL
`
`
`
`
`
`
`
`RESISTANCE &
`VISUAL DISPLAY OF
`
`
`
`
`
`FAN SPEED
`
`
`3D ENVIRONMENT
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`NETWORK
`
`
`
`
`Z1.1017Balls
`
`
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`
`
`
`
`
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`"""""" " FLOW OF INFORMATION
`
`
`
`
`——-———-> FLOW OF CONTROL
`
`
`
`
`
`
`
`
`
`
`
`
`
`00z‘99v‘s
`
`
`Petitioner Riot Games, Inc. - EX. 1012, p. 6
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 6
`
`
`
`
`US. Patent
`
`
`
`Nov. 14, 1995
`
`
`
`
`
`Sheet 5 of 12
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`
`
`
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`
`5,466,200
`
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`
`Petitioner Riot Games, Inc. - EX. 1012, p. 7
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 7
`
`
`
`
`US. Patent
`
`
`
`Nov. 14, 1995
`
`
`
`
`
`Sheet 6 of 12
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`5,466,200
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`Petitioner Riot Games, Inc. - EX. 1012, p. 8
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 8
`
`
`
`
`
`
`
`US. Patent
`
`Nov. 14, 1995
`
`Sheet 8 of 12
`
`5,466,200
`
`2—WAY
`COMMUNICATIONS
`
`94
`
`
`
`
`
`
`EXERCISE
`APPARATUS
`
`
`
`
`EXERCISE
`APPARATUS
`
`
`112
`
`
`HUB PROCESSOR
`
`
`2-WAY
`COMMUNICATIONS
`
`
`EXERCISE
`
`
`APPARATUS
`
`
`
`
`
`EXERCISE
`
`APPARATUS
`
`
`EXERCISE
`APPARATUS
`
`EXERCISE
`APPARATUS
`
`10
`
`0
`
`Fig. 8
`
`
`120
`LOW‘BANDW'DTH SIGNAL
`.HUB PROCESSOR
`
`
`
`
`
`EXERCISE
`EXERCISE
`APPARATUS
`APPARATUS
`
`
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`APPARATUS
`
`
`
`
`
`
`EXERCISE
`APPARATUS
`
`96
`
`BROADCAST SIGNAL
`
`Fig. 9
`
`Petitioner Riot Games, Inc. - Ex- 1012, p. 10
`
`
`
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`
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`
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`
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`mama'S'n
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`
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`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 11
`
`
`i4
`
`
`
`
`USAQERAIEISTIF/SED
`
`_
`AEROBIC EXERCISE
`
`
`
`20
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`DISPLAY
`
`SYSTEM .
`
`
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`18
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`STRUC URE
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`
`123
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`126
`124
`
`NETWORKINTERFACEQS
`132
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`CABLE DECODER (ND)
`'
`
`
`
`130
`
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`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 11
`
`
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`
`mama'S'n
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`COMPUTE UPDATED
`
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`
`POSITION & STATE
`
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`
`
`
`
`
`OF USER AND
`
`
`
`
`OTHER OBJECTS IN
`
`
`
`
`3D ENVIRONMENT
`
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`OENERATE AUDIO &
`UPDATE PEDAL
`
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`VISUAL DISPLAY OF
`RESISTANCE &
`
`
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`
`\
`3D ENVIRONMENT
`FAN SPEED
`
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`136
`
`NETWORK
`
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`DOWNLOADING
`SEND DATABASE
`RECEIVE DATABASE
`————————— » FLOW OF INFORMATION
`
`
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`MODE
`OF SIMULATED 3D
`OF SIMULATED 30
`
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`
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`MODE
`LOCALLY MODELED
`REEEOVBEJECigE
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`OBJECTS (USER)
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`138
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`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 12
`
`134
`
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`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 12
`
`
`
`
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`111918.]'8'!)
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`
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`.
`
`140
`142
`144
`(MODEMS)
`
`
`152
`
`
`Fig. 12
`
`Petitioner Riot Games, Inc. - Ex. 1012, p. 13
`
`150
`
`
`INCOMING
`FOR BROADCAST SYSTEMS
`CABLE N
`DATA UNES
`BROADCAST
`
`
`w ’
`+SIGNAL
`ENCODER
`
`(D/A CONVERSION)
`
`
`
`'
`I
`
`——>-
`
`
`
`US. Patent
`
`Nov. 14, 1995
`
`Sheet 12 of 12
`
`5,466,200
`
`156
`
`READ NEXT MESSAGE
`
`
`INCOMING
`
`DATA
`QUEUE
`
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` ‘62 REQUEST
`
`FOR
`
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`
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`OBJECT STATE UPDATE?
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`
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`
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`
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`
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`GROUP
`.
`_
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` FOR DIRECT NETWORK
`FOR BROADCAST
`
`
`
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`
`
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`SORT A SET OF
`INDIVIDUAL GROUP
`MESSAGES BY
`
`
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`
`
`
` DISPATCH MESSAGES
`
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`TARGETED USER
`
`I I l l I I I I I I I I I |
`
`——-—-—>
`
`DISPATCH MESSAGES
`
`. _. FLOW OF CONTROL
`
`FIg- I3
`
`-------- > FLOW OF DATA
`
`Petitioner Riot Games, Inc. - EX- 1012, p- 14
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`
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`2
`
`5 ,466 ,200
`
`
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`1
`
`INTERACTIVE EXERCISE APPARATUS
`
`
`
`CROSS-REFERENCE TO RELATED
`
`
`
`APPLICATION
`
`This is a eontinuation—in—part of US. patent application
`
`
`
`
`
`
`
`
`Ser. No. 08/012,305 which was filed on Feb. 2, 1993,
`
`
`
`
`
`
`
`
`
`
`abandoned.
`
`
`FIELD OF THE INVENTION
`
`
`
`
`This invention relates generally to exercise equipment and
`
`
`
`
`
`
`
`
`networkable exercise equipment.
`
`
`
`BACKGROUND OF THE INVENTION
`
`
`
`
`It is known that physical fitness is of prime importance to
`
`
`
`
`
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`
`
`
`many people. Historically, people have been able to main-
`
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`
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`tain an acceptable level of fimess simply due to their
`
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`
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`everyday lives. As lifestyles have become progressively
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`more sedentary, people have been forced to seek exercise in
`
`
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`
`
`other ways.
`
`
`A portion of society keeps in shape by participating in
`
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`
`
`
`group exercise events such as tennis, hockey, or basketball
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`
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`
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`
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`games. Such games are forms of “fun exercise” in that
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`
`
`
`participants often take part in such events because they
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`
`
`simply enjoy the games or the competition and not solely for
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`the purpose of fitness. However, it is often difficult to
`
`
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`coordinate the people and facilities required for many rec-
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`reational and team sports. Individual sports such as bicy-
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`cling, running and swimming are a viable alternative in that
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`they allow for flexible schedules. The disadvantages to these
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`sports is that they are location and weather dependent.
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`A large segment of society finds it easier and more
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`convenient to go to health clubs or to use home exercise
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`equipment to exercise. Health clubs have extended hours
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`and a wide range of fitness equipment that allows workout
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`schedules to be flexible and workouts to be quick. Unfor-
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`tunately, current exercise equipment makes working out a
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`chore that is tolerated due to the importance of cardiovas—
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`cular (aerobic) fitness.
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`Exercise equipment generally falls into two categories:
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`strength and aerobic. Strength equipment includes tradi-
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`tional free weights as well as machines on which the weight
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`is not directly attached to the lifting bars. The user lifts the
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`weights in difierent ways to strengthen various muscle
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`groups. Aerobic machines improve the user’s cardiovascular
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`system and tone muscles rather than building muscles and
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`strength. Aerobic equipment includes exercise cycles, tread—
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`mills and stair climbers. Typically, the required speed or
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`resistance can be varied during a workout. A control panel
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`equipped with a set of light emitting diodes (LEDs) may be
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`provided to depict the routine as a histogram. An average
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`workout lasts approximately 20 minutes. Biomechanical
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`the control panel.
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`The most conventional ways to exercise often are not
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`necessarily the most fun. Thus, a need exists for fun exercise
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`equipment which makes workouts more enjoyable and
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`entices more people to exercise.
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`SUMMARY OF THE INVENTION
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`An object of the present invention is to provide exercise
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`equipment which makes aerobic exercise less boring and
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`more fun. To accomplish this, the present invention utilizes
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`digital graphics, interactive software, a mechanism for aero-
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`bic exercise, steering controls, and a display system to
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`10
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`65
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`provide exercise equipment which is competitive, engaging
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`and fun. The graphics,
`interactive software, and display
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`engage a user mentally while the exercise and steering
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`mechanisms engage the user physically. As such, a workout
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`with the exercise equipment of the present invention can be
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`as exciting as participating in team sports but with health
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`club or home convenience.
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`To accomplish the above«stated object, the invention also
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`contemplates the interconnection of two or more exercise
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`machines via computer networking (or, more generally, via
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`any type of analog and/or digital communication system)
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`such that the users of the exercise machines can interact with
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`each other as teammates or competitors in a variety of
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`athletic events including basketball games, baseball games,
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`football games, bicycle races, and swimming races. By
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`networking two or more exercise machines, the users of the
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`machines can participate in team sports at home or at the
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`local health club.
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`In one aspect, the present invention is directed to an
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`exercise apparatus comprising a support structure for sup—
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`porting a user. The support structure can include a bicycle
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`seat or a bucket seat such that the apparatus resembles an
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`exercise cycle. An exercise mechanism, such as a pair of
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`cycling pedals, can be initiated by the user for providing
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`aerobic exercise. A steering mechanism, such as a pair of
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`handles, is disposed proximate the support structure. The
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`exercise apparatus further comprises a processor which
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`generates an interactive simulated environment and a dis-
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`play system spaced from the user providing a visual display
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`of the simulated environment.
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`During a workout,
`the user manipulates the exercise
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`mechanism and the steering mechanism to freely navigate
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`through the simulated environment. The processor monitors
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`the exercise mechanism and the steering mechanism to
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`determine user position in the simulated environment. The
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`display is updated by the processor to provide a continuous
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`visual display of the user’s position as the user navigates
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`substantially unrestricted through the simulated environ—
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`ment.
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`The processor is capable of rurming many different pro—
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`grams to provide a variety of simulated environments. Some
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`programs provide roads, terrain, and obstacles for the user
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`and the user’s competition. Other programs may provide
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`new worlds for the user to explore or even allow the user to
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`travel across the solar system. Each program provides a
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`simulated environment which can be multi—dimensional to
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`appear more realistic. The user views the simulated envi—
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`ronment or world through the display system. The user
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`freely navigates through the environment using the exercise
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`mechanism and the steering mechanism. In other words,
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`in the simulated environment
`is substantially
`user,travel
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`unrestricted. Thus, the user can travel across roads and trails
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`or choose to travel across grass, water, or other more
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`challenging terrain.
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`A user operating the exercise apparatus of the present
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`invention manipulates the exercise mechanism and steering
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`mechanism. The exercise mechanism may comprise a pair of
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`interconnected cycling pedals. Further, instead of employing
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`a traditional flywheel and freewheel to provide for pedal
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`resistance, a closed loop digital control system may be used
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`to electronically control pedaling revolutions. The control
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`system includes a digital controller which controls a pedal
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`resistance device electronically, thereby emulating a fly—
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`wheel/freewhccl to provide the proper combination of pedal
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`resistance and inertia for smooth pedaling revolutions.
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`The steering mechanism may be coupled to a stationary
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`Petitioner Riot Games, Inc. - Ex. 1012, p. 15
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`Petitioner Riot Games, Inc. - Ex. 1012, p. 15
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`5,466,200
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`3
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`base by a mechanical linkage. As the user manipulates the
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`steering mechanism, the mechanical linkage causes tilting of
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`the user relative to the base. This feature simulates the
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`turning action of a bicycle or the like, serving to further
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`engage the user in the exercising experience. In fact, the
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`frame can tilt up to 15 degrees or more to either side of a
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`longitudinal vertical plane.
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`In another aspect of the invention, the processor of an
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`exercise apparatus is part of a computer which is network-
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`able to computers of other exercise apparatus. When two or
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`more of these exercise apparatus are interconnected, they
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`can communicate and exchange information to allow the
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`users to engage in simulated sporting events as teammates or
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`competitors.
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`Other objects, aspects, features, and advantages of the
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`invention will become apparent from the following descrip—
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`tion and from the claims.
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`BRIEF DESCRIPTION OF THE DRAWINGS
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`In the drawings, like reference characters generally refer
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`to the same parts throughout the different views. Also, the
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`drawings are not necessarily to scale, emphasis instead
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`being placed on illustrating the principles of the invention.
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`FIG. 1 is a block diagram of an interactive exercise
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`apparatus illustrating the principles of the present invention.
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`FIG. 2A is a side view of an interactive exercise cycle of
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`the present invention.
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`FIG. 2B is a top view of an alternative interactive exercise
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`cycle which includes a plurality of visual display units.
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`FIG. 3 is a flow chart illustrating one process for deter-
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`mining a user’s position as the user freely navigates through
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`a simulated environment.
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`FIG. 4 is a partial perspective view of the interactive
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`exercise cycle of FIG. 2A illustrating a frame movably
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`mounted on a stationary base.
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`FIG. 5 is an exploded partially cut-away view of FIG. 4
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`illustrating a mechanical linkage connecting the steering
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`mechanism to the base.
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`FIG. 6 is a cross-section view of a pedal resistance device
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`used in the interactive exercise cycle of FIG. 2A.
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`FIG. 7 is a block diagram of an exercise apparatus-to-
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`exercise apparatus network according to the invention.
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`FIG. 8 is a block diagram of a network in which a hub
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`controls communications between two or more exercise
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`apparatus (“nodes") by receiving information from all nodes
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`and directing information to all of, or to a subset of all of,
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`the nodes.
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`FIG. 9 is a block diagram of a network in which a hub
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`receives information from all network nodes and broadcasts
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`information to all nodes.
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`FIG. 10 is a block diagram of the interactive exercise
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`apparatus of FIG. 1 with a network interface.
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`FIG. 11 is a flow chart, similar to the flow chart of FIG.
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`3, which illustrates a process for determining a user’s
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`position as the user freely navigates through a simulated
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`environment.
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`FIG. 12 is a block diagram of the hub of FIG. 8 0r FIG.
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`9.
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`FIG. 13 is a flow chart illustrating a process for message
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`processing in the hub of FIG. 8 or FIG. 9.
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`DESCRIPTION
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`The present invention is generally directed to interactive
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`exercise equipment which engages a user’s mind and body.
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`4
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`Referring to FIG. 1, an exercise device 10 comprises a
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`support structure 12 for supporting a user. The support
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`structure 12 may include a bicycle seat or bucket seat. An
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`exercise mechanism 14 for providing aerobic exercise to a
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`user, such as cycling pedals,
`is disposed proximate the
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`support structure 12. A steering mechanism 16, such as
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`handles or handlebars, is also positioned near the support
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`structure 12.
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`An interactive simulated environment is generated by a
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`processor 18, such as a computer, and displayed on a display
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`system 20. The display system comprises a viewing screen
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`or multiple viewing screens to provide a wider field of view.
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`The user manipulates the exercise mechanism 14 and/or the
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`steering mechanism 16 to freely navigate through the envi-
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`ronment displayed on the display. To accomplish this, the
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`processor 18 monitors the exercise mechanism 14 and the
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`steering mechanism 16 to determine user position in the
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`simulated environment. The processor 18 controls the level
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`of difficulty of the exercise mechanism 14 to simulate
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`characteristics (i.e. topography, terrain, etc.) of the environ-
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`ment. The display 20 is periodically updated by the com—
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`puter 18 to provide a continuous visual display of the user’s
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`position as the user travels substantially unrestricted in the
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`simulated environment.
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`In one embodiment, the present invention is directed to an
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`exercise cycling apparatus as shown in FIG. 2A. The appa-
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`ratus 22 includes a frame 24 movably mounted to a station—
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`ary base 26. A bucket seat 25 is mounted to the frame 24.
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`The seat 25 enables a user to be seated in the recumbent
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`position which provides several biomechanical and aerobic
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`advantages. Recumbent cycling engages the gluteus maxi—
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`mus, the largest muscle group,
`to provide for maximum
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`aerobic activity before reaching the anaerobic threshold. The
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`bucket seat 25 makes the recumbent position very comfort-
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`able for long rides. In addition, the recumbent position is less
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`intimidating to overweight users. It is noted, however, that
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`the present invention can employ the more common upright
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`exercise bicycle frame and seat without departing from the
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`scope of the invention.
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`A pair of cycling pedals 27 extend from a pedal resistance
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`device 28. The pedal resistance device 28 is adjustable so
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`that the pedals 27 can always be within reach of a short or
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`long-legged user. A user exercises by manipulating the
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`pedals 27. Two vertically oriented handles 30 are coupled by
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`a mechanical linkage 72 (see FIG. 5) to the frame 24 for
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`steering the cycle 22. The handles 30 are positioned so that
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`one handle is located on each side the seat 25. As the user
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`manipulates the handles 24, the mechanical linkage cause
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`tilting of the frame 24 relative to the base 26. This feature
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`simulates the turning action of a bicycle and is explained in
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`detail below.
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`A computer 32 capable of generating an interactive simu~
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`lated environment is mounted to an L—shaped leg 36 which
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`extends from the stationary base 26. The computer 32 can be
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`powered by many different types of microprocessors. One
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`embodiment of the invention includes a personal computer
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`based on the Intel 486 microprocessor. Other computers,
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`such as those based on the Motorola 68040 processor can be
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`used. Regardless of the type of microprocessor employed,
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`the computer typically also includes one or more electronic
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`storage devices for storing one or more databases which
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`describe the simulated environment(s). The storage devices
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`can include CD—ROMs, hard disk drives, floppy disk drives,
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`read only memories (ROMS), or random access memories
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`(RAMs). At run time, the microprocessor reads the appro-
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`priate data from the database and constructs the desired
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`simulated environment.
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`Petitioner Riot Games, Inc. - Ex. 1012, p. 16
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`Petitioner Riot Games, Inc. - Ex. 1012, p. 16
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`5 ,466,200
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`5
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`A viewing screen, such as a television monitor 35, is
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`positioned opposite the seat 25 and oriented to be viewed by
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`a seated user. The monitor 35 may be capable of showing
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`computer generated graphics as well as standard TV and
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`VCR images. The monitor 35 is connected to the computer
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`32 to provide a visual (and optional audio) display of the
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`simulated environment. While the monitor 35 can be any
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`size, a larger monitor is preferred. A variable speed fan 38
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`is mounted adjacent to the monitor 35. The computer 32
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`regulates the speed of the fan 38 to provide an air flow which
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`simulates wind speed.
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`Referring to FIG. 2B, a central viewing monitor 44 and
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`two side monitors 46 can be employed. The two side
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`monitors 46 provide peripheral vision which enhances the
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`user’s sense of motion. The side monitors may also be
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`employed for biomechanical data and/or status displays.
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`Referring back to FIG. 2A, a user operates the apparatus
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`22 by pedaling the cycling pedals 27 and steering with the
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`handles 30 to freely navigate through the simulated envi—
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`ronment. The computer 32 can vary the pedal resistance felt
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`by the user by controlling the pedal resistance device 28. The
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`computer 32 monitors pedal speed and steering direction to
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`determine the user’s position in the simulated environment.
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`Based on the user’s action, the computer 32 provides the
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`monitor 35 with updated views of the simulated environ—
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`ment which corresponds to the user’s position. The monitor
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`35 provides the user with an ongoing visual display of the
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`simulated environment based on the user’s position therein
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`as the user freely navigates in the environment.
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`The computer 32 is capable of running many different
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`interactive programs to provide a variety of environments.
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`Some programs provide roads, terrain, and obstacles for the
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`user. Other programs include underwater adventure, pedal
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`powered flight simulators, and space travel. Each program
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`provides a simulated environment which the user views
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`through the television monitor 35. The user freely navigates
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`in the environment using the pedals 27 and the steering
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`handles 30. In other words, user travel in the simulated
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`environment is substantially unrestricted. Thus, the user can
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`travel across roads and trails or chose to travel across grass
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`and water as well as other more challenging terrain.
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`Many existing exercise machines and video games have a
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`start»up sequence which requires a user to enter certain facts,
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`such as weight, skill level, desired course and length of
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`workout. The information is usually gathered through a set
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`of buttons with LED indicators. However,
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`interrogation can be
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`Accordingly, the cycling apparatus 22 may gather some of
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`this type of information indirectly. For example, a sensing
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`device (69 in FIG. 5) can be incorporated into the seat 25 for
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`automatically weighing a user. Other information may be
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`gathered by means of the user navigating the cycle down the
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`path of choice. For example, a person who desires a tough
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`workout could head for a hilly path. Other choices may be
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`indicated by road signs or other markers. By using this
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`navigational metaphor, the user is able to make choices in a
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`natural and intuitive manner. If the user misses a choice he
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`or she can simply turn around.
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`The computer 32 may be adapted to participate in a
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`communication network connecting
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`devices. As such, multiple users can exercise in the same
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`simulated environment. This feature stimulates impromptu
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`races and competition among users. By allowing users to
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`navigate freely around the same environment,
`they can
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`engage in friendly touring or fierce competition on a spur of
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`the moment basis. This network feature is described in more
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`4o
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