throbber
WORLD INTELLECfUAL PROPERTY ORGANIZATION
`International Bureau
`
`PCT
`INTERNATIONAL APPLICATION PUBLISHED UNDER TIIE PATENT COOPERATION TREATY (PCT)
`WO 97/17598
`
`(51) International Patent Classification 6:
`GOlL 3124
`
`(11) International Publication Number:
`
`Al
`
`(43) International Publication Date:
`
`15 May 1997 (15.05.97)
`
`(21) International Application Number:
`
`PCT/US96/ 17580
`
`(22) International Filing Date:
`
`5 November 1996 (05.11.96)
`
`(30) Priority Data:
`08/554,564
`
`6 November 1995 (06.11.95)
`
`us
`
`(71) Applicant (for all designated States except US):
`IMPULSE
`TECHNOLOGY, INC. [US/US]; 30612 Salem Drive, Bay
`Village, OH 44140 (US).
`
`(72) Inventors; and
`(75) Inventors/Applicants (for US only): FRENCH, Barry, J.
`[US/US]; 30612 Salem Drive, Bay Village, OH 44140 (US).
`FERGUSON, Kevin, R. [-/US]; 8338 Shorthorn Drive,
`Sagamore Hills, OH 44067 (US).
`
`(74) Agent: O'CONNOR, Thomas, E., Jr.; Arter & Hadden, 10 West
`Broad Street, Columbus, OH 43215 (US).
`
`(81) Designated States: AL, AM, AT, AU, AZ, BA, BB, BG, BR,
`BY, CA, CH, CN, CU, CZ, DE, DK, EE, ES, Fl, GB, GE,
`HU, IL, IS, JP, KE, KG, KP, KR, KZ, LC, LK, LR, LS,
`LT, LU, LV, MD, MG, MK, MN, MW, MX, NO, NZ, PL,
`PT, RO, RU, SD, SE, SG, SI, SK, TJ, TM, TR, TI, UA,
`UG, US, UZ, VN, ARIPO patent (KE, LS, MW, SD, SZ,
`UG), Eurasian patent (AM, AZ, BY, KG, KZ, MD, RU, TJ,
`TM), European patent (AT, BE, CH, DE, DK, ES, Fl, FR,
`GB, GR, IE, IT, LU, MC, NL, PT, SE), OAPI patent (BF,
`BJ, CF, CG, CI, CM, GA, GN, ML, MR, NE, SN, TD, TG).
`
`Published
`With international search report.
`Before the expiration of the time limit for amending the
`claims and to be republished in the event of the receipt of
`amendments.
`
`(54) Title: SYSTEM FOR CONTINUOUS MONITORING OF PHYSICAL ACTIVITY DURING UNRESTRICTED MOVEMENT
`
`(57) Abstract
`
`A movement skills assessment system ( 10) without
`a confining field includes a wireless position tracker ( 14,
`16) coupled to a personal computer (22) and viewing
`monitor (28) for the purpose of quantifying the ability
`of a player to move over sport specific distances and
`directions. The monitor displays a computer-generated
`virtual space (30) which is a graphic representation of a
`defined physical space in which the player moves and the
`current position of the player. Interactive software displays
`a target destination distinct from the current position of the
`player. The player moves as rapidly as possible to the
`target destination. As the movement sequence is repeated,
`petformance-related parameters including quickness, heart
`rate activity as related to physical activity, consistency
`of maintaining a set position, and energy expenditure
`are measured. The system has applications in sports,
`commercial fitness and medical rehabilitation.
`
`20 ___ _
`
`22
`
`EIJ],.-· -::
`---~-- /
`-~--~~-- 111 rr~~~-
`_-----===- ""-::>. --- ----
`
`0
`
`-
`
`0
`
`-29
`
`-
`-=-
`
`10
`
`12
`
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`FOR THE PURPOSES OF INFORMATION ONLY
`
`Codes used to identify States party to the PCT on the front pages of pamphlets publishing international
`applications under the PCT.
`
`AM
`AT
`AU
`BB
`BE
`BF
`BG
`BJ
`BR
`BY
`CA
`CF
`CG
`CH
`CI
`CM
`CN
`cs
`CZ
`DE
`DK
`EE
`ES
`Fl
`FR
`GA
`
`Armenia
`Austria
`Australia
`Barbados
`Belgium
`Burkina Faso
`Bulgaria
`Benin
`Brazil
`Belarus
`Canada
`Central African Republic
`Congo
`Switzerland
`COie d'Ivoire
`Cameroon
`China
`Czechoslovakia
`Czech Republic
`Gcnnany
`Denmark
`Estonia
`Spain
`Finland
`France
`Gabon
`
`GB
`GE
`GN
`GR
`HU
`IE
`IT
`JP
`KE
`KG
`KP
`
`KR
`KZ
`LI
`LK
`LR
`LT
`LU
`LV
`MC
`MD
`MG
`ML
`MN
`MR
`
`United Kingdom
`Georgia
`Guinea
`G=ce
`Hungary
`Ireland
`Italy
`Japan
`Kenya
`Kyrgystan
`Democratic People's Republic
`of Korea
`Republic of Korea
`Kazakhstan
`Liechtenstein
`Sri Lanka
`Liberia
`Lithuania
`Luxembourg
`Lalvia
`Monaco
`Republic of Moldova
`Madagascar
`Mali
`Mongolia
`Mauritania
`
`MW
`MX
`NE
`NL
`NO
`NZ
`PL
`PT
`RO
`RU
`SD
`SE
`SG
`SI
`SK
`SN
`sz
`TD
`TG
`TJ
`TI
`UA
`UG
`us
`uz
`VN
`
`Malawi
`Mexico
`Niger
`Netherlands
`Norway
`New Zealand
`Poland
`Portugal
`Romania
`Russian Federation
`Sudan
`Sweden
`Singapore
`Slovenia
`Slovakia
`Senegal
`Swaziland
`Chad
`Togo
`Tajikistan
`Trinidad and Tobago
`Ukraine
`Uganda
`United States of America
`Uzbekistan
`Viet Nam
`
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`WO 97/17598
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`PCT/US96/l 7580
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`I.
`
`TITLE OF THE INVENTION
`
`SPECIFICATION
`
`for Continuous Monitoring of Physical Activity During
`"System
`Unrestricted Movement"
`
`II.
`
`IDENTIFICATION OF THE INVENTORS
`
`Barry J. French
`Kevin R. Ferguson
`
`Ill.
`
`CROSS-REFERENCES
`
`The present application
`
`is a continuation-in-part application of (parent)
`
`Application No. 08/554,564 filed 11/6/95, ''Testing and Training System for Assessing
`
`Movement and Agility Skills Without A Confining Field," by Barry J. French and Kevin
`
`R. Ferguson.
`
`IV.
`
`GOVERNMENT RIGHTS
`
`The present application pertains to an invention that was not performed under
`
`any federally sponsored research and development.
`
`V.
`
`BACKGROUND
`
`A.
`
`Field of the Invention
`
`The present invention relates to a system for assessing movement and agility
`
`skills and, in particular to a wireless position tracker for continuously tracking and
`
`determining player position during movement in a defined physical space through
`
`player interaction with tasks displayed in a computer generated, specially translated
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`virtual space for the quantification of the player's movement and agility skills based on
`
`time and distance traveled in the defined physical space.
`
`8.
`
`The Related Art
`
`Various instruments and systems have been proposed for assessing a person's
`
`ability to move rapidly in one direction in response to either planned or random visual
`
`or audio cueing. One such system is disclosed in French et al. United States Serial
`
`No. 07/984,337, filed on December 2, 1992, entitled "Interactive Video Testing and
`
`Training System", and assigned to the assignee of the present invention. Therein, a
`
`floor is provided with a plurability of discretely positioned force measuring platforms. A
`
`computer controlled video monitor displays a replica of the floor and audibly and
`
`visually prompts the user to move between platforms in a pseudo-random manner.
`
`The system assesses various performance parameters related
`
`to
`
`the user's
`
`movements by measuring critical changes in loading associated with reaction time,
`
`transit time, stability time and others. At the end of the protocol, the user is provided
`
`with information related to weight-bearing capabilities including a bilateral comparison
`
`of left-right, forward-backward movement skills. Such a system provides valuable
`
`insight into user's movement abilities in a motivating, interactive environment.
`
`Sensing islands or intercept positions in the form of digital switches or analog
`
`sensors that respond to hand or foot contact when the player arrives at a designated
`
`location have been proposed for providing a variety of movement paths for the user as
`
`disclosed in United States Patent No. 4,627,620 to Yang. The measurement of transit
`
`speeds has also been proposed using discrete optical light paths which are broken at
`
`the designated locations as disclosed in United States Patent No. 4,645,458 to
`
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`Williams. However the inability to track the player's movement path continuously
`
`inhibits the development of truly interactive games and simulations.
`
`In these
`
`configurations, the actual position of the player between positions is unknown
`
`inasmuch as only the start and finish positions are determined. Most importantly, the
`
`requirement that the player move to designated locations is artificial and detracts from
`
`actual game simulation in that an athlete rarely undertakes such action, rather the
`
`athlete moves to a visually determined interception path for the particular sports
`
`purpose.
`
`For valid testing of sports specific skills, many experts consider that, in addition
`
`to unplanned cueing, it is important that the distances and directions traveled by the
`
`player be representative of actual game play. It is thus desirable to have the capability
`
`to measure transit speeds over varying vector distances and directions such that the
`
`results can be of significant value to the coach, athletic trainer, athlete and clinician. It
`
`is also important to detect bilateral asymmetries in movement and agility so as to
`
`enable a clinician or coach to develop and assess the value of remedial training or
`
`rehabilitation programs. For example, a rehabilitating tennis player may move less
`
`effectively to the right than to the left due to a left knee injury, i.e. the "push off'' leg. A
`
`quantitative awareness of this deficiency would assist the player in developing
`
`compensating playing strategies, as well as the clinician in developing an effective
`
`rehabilitation program.
`
`In actual competition, a player does not move to a fixed location, rather the
`
`player moves to an intercept position determined visually for the purpose of either
`
`contacting a ball, making a tackle or like athletic movement. Under such conditions, it
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`will be appreciated that there are numerous intercept or avoidance paths available to
`
`the playeL For example, a faster athlete can oftentimes undertake a more aggressive
`
`path whereas a slower athlete will take a more conservative route requiring a
`
`balancing of time and direction to make the interception. Successful athletes learn,
`
`based on experience, to select the optimum movement paths based on their speed,
`
`the speed of the object to be intercepted and its path of movement. Selecting the
`
`optimum movement path to intercept or avoid is critical to success in many sports,
`
`such as a shortstop in baseball fielding a ground ball, a tennis player returning a
`
`volley, or ball carrier avoiding a tackler.
`
`None of the foregoing approaches spatially represents the instantaneous
`
`position of the player trying to intercept or avoid a target. One system for displaying
`
`the player in a game simulation is afforded in the Mandela Virtual World System
`
`available from The Vivid Group of Toronto, Ontario, Canada. One simulation is
`
`hockey related wherein the player is displayed on a monitor superimposed over an
`
`image of a professional hockey net using a technique called chroma-keying of the type
`
`used by television weather reporters. Live action players appear on the screen and
`
`take shots at the goal which the player seeks to block. The assessment provided by
`
`the system is merely an assessment of success, either the shot is blocked or, if
`
`missed, a goal is scored. This system uses a single camera and is accordingly unable
`
`to provide quantification of distance traveled, velocities or other time-vector movement
`
`information, i.e. physics-based information.
`
`Accordingly, it would be desirable to provide an assessment system in an
`
`environment representative of actual conditions for the assessment of relevant
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`movement skills that enable the player to view changes in his actual physical position
`
`in real-time, spatially correct, constantly changing interactive relationship with a
`
`challenge or task.
`
`VI.
`
`SUMMARY OF THE INVENTION
`
`The present invention overcomes the limitations of the aforementioned
`
`approaches by providing an assessment system wherein the player can execute
`
`movement paths without a confining field, i.e. fixed movement locations and while
`
`viewing progress toward completing a simulated task in a spatially correct relationship
`
`with the virtual objective being sought and have physics-based output information for
`
`undertakings.
`
`The assessment system of the present invention provides an accurate
`
`measurement of movement and agility skills such that the results can be reported in
`
`absolute vectored and scalar units related to time and distance in a sport-specific
`
`simulation. Herein, the player is not required to move between fixed ground locations.
`
`Rather the player moves to intercept or avoid an object based on visual observations
`
`of his real-time constantly changing spatial relationship with the computer-generated
`
`object.
`
`The present invention also provides a movement skills assessment system
`
`operable without a confining field that tracks the player's position continuously in real(cid:173)
`
`time and not merely between a starting and finishing position. The system includes a
`
`wireless position tracker coupled to a personal computer. The computer is coupled to
`
`a viewing monitor that displays a computer generated virtual space in 4 dimension
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`space-time with a player icon representing the instantaneous position of the player in
`
`scaled translation to the position of the player in a defined physical space where the
`
`activity is undertaken. Interactive software displays a protagonist, defined as a moving
`
`or stationary object or entity, the task of the player being to intercept or avoid, collide
`
`or elude, the protagonist by movement along a path selected by the player, not a path
`
`mandated by hardware. The software defines and controls an interactive task and
`
`upon completion assesses the ability of the player to complete the task based on
`
`distance traveled and elapsed time in the defined physical space. As the movement
`
`sequence continues, velocity vectors are measured for each movement segment and
`
`processed to compare velocity related information in all directions as well as
`
`measurement of elapsed times or composite speeds.
`
`In the preferred embodiment, the intensity of physical activity is quantified in
`
`that energy consumed (calories burned), acceleration, and other measurements are
`
`presented, based on user-supplied data such as weight.
`
`The system has applications in sports, commercial fitness and medical
`
`rehabilitation wherein output and documentation of vectored, physics-based
`
`information is desired.
`
`VII.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`The above and other objects, advantages and features of the present invention
`
`will become apparent from the following description taken in conjunction with the
`
`accompanying drawings in which:
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`Figure 1 is a schematic view of a testing and training system in accordance with
`
`the invention;
`
`Figure 2 is representative monitor display;
`
`Figure 3 is a graphical representation of simulated movement skills protocol for
`
`the system of Figure 1;
`
`Figure 4 is a graphical representation of a simulated agility skills protocol for the
`
`system of Figure 1;
`
`Figure 5 is a graphical representation of a simulated task for the system; and
`
`Figures 6 and 7 are software flow charts of a representative task for the system.
`
`Figures 8 and 9 are software flow charts for the preferred embodiment.
`
`VIII. DETAILED DESCRIPTION OF THE INVENTION
`
`A.
`
`The Invention Generally
`
`Referring to the drawings for the purposes of describing the
`
`invention
`
`embodiments, there is shown in Figure 1 an interactive, virtual reality testing and
`
`training system 10 for assessing movement and agility skills without a confining field.
`
`The system 10 comprises a three dimensionally defined physical space 12 in which
`
`the player moves, a pair of laterally spaced wireless optical sensors 14, 16 coupled to
`
`a processor 18 which comprises the wireless position tracking system. The processor
`
`18 provides a signal along line 20 via the serial port to a personal computer 22 that,
`
`under the control of associated software 24, provides a signal to a large screen video
`
`monitor 28. The computer 22 is operatively connected to a printer 29, such as a
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`Hewlett Packard Desk Jet 540, for outputting data related to testing and training
`
`sessions.
`
`Referring additionally to Figure 2,
`
`the monitor 28 displays a computer
`
`generated, defined virtual space 30 which is a scaled translation of the defined
`
`physical space 12. The position of the player in the physical space 12 is represented
`
`and correctly referenced in the virtual space 30 by a player icon 32 and interacts with a
`
`protagonist icon 34 in the performance of varying tasks or games to be described
`
`below.
`
`The system 10 assesses and quantifies agility and movement skills by
`
`continuously tracking the player in the defined physical space 12 through continuous
`
`measurement of Cartesian coordinate positions. By scaling translation to the virtual
`
`space 30, the player icon 32 is represented in a spatially correct position and can
`
`interact with the protagonist icon 34 such that movement related to actual distance
`
`and time required by the player 36 to travel in the physical space 12 can be quantified.
`
`The defined physical space 12 may be any available area, indoors or outdoors
`
`of sufficient size to allow the player to undertake the movements for assessing and
`
`quantifying distance and time measurements relevant to the player's conditioning,
`
`sport and ability. A typical physical space 12 may be an indoor facility such as a
`
`basketball or handball court where about a 20 foot by 20 foot area with about a 1 O foot
`
`ceiling clearance can be dedicated for the training and testing.
`
`Inasmuch as the
`
`system is portable, the system may be transported to multiple sites for specific
`
`purposes. For relevant testing of sports skills on outdoor surfaces, such as football or
`
`baseball, where the player is most relevantly assessed under actual playing
`
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`conditions, i.e. on a grass surface and in athletic gear, the system may be transported
`
`to the actual playing field for use.
`
`The optical sensors 14, 16 and processor 18 may take the form of commercially
`
`available tracking systems. Preferably the system 10 uses an optical sensing system
`
`available as a modification of the DynaSight system from Origin Instruments of Grand
`
`Prairie Texas. Such a system uses a pair of optical sensors, i.e. trackers, mounted
`
`about 30 inches apart on a support mast centered laterally with respect to the defined
`
`physical space 12 at a distance sufficiently outside the front boundary 40 to allow the
`
`sensors 14, 16 to track movement in the desired physical space. The processor 18
`
`communicates position information to an application program in a host computer
`
`through a serial port. The host computer is provided with a driver program available
`
`from Origin which interfaces the DynaSight system with the application program. The
`
`sensors, operating in the near infrared frequency range, interact with passive or active
`
`reflector(s) worn by the player.
`
`The sensors report target positions in three
`
`dimensions relative to a fiducial mark midway between the sensors. The fiducial mark
`
`is the origin of the default coordinate system.
`
`Another suitable system is the MacReflex Motion Measurement System from
`
`Qualisys. Any such system should provide an accurate determination of the players
`
`location in at least two coordinates and preferably three.
`
`In the described embodiment, the player icon 32 is displayed on the monitor 28
`
`in the corresponding width, lateral x axis, height, y axis and depth, or fore-aft z axis
`
`and over time t, to create a 4 dimensional space-time virtual world. For tasks involving
`
`vertical movement, tracking height, y axis, is required. The system 10 determines the
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`coordinates of the player 36 in the defined physical space 12 in essentially real time
`
`and updates current position without any perceived lag between actual change and
`
`displayed change in location in the virtual space 30, preferably at a sampling rate of
`
`about 20 to 100 Hz.
`
`The monitor 28 should be sufficiently large to enable the player to view clearly
`
`virtual space 30. The virtual space 30 is a spatially correct representation of the
`
`physical space as generated by the computer 22. For a 20 foot by 20 foot working
`
`field, a 27 inch diagonal screen or larger allows the player to perceptively relate to the
`
`correlation between the physical and virtual spaces. An acceptable monitor is a
`
`Mitsubishi 27" Multiscan Monitor.
`
`The computer 22 receives the signal for coordinates of the player's location in
`
`the physical space 12 from the detector 18 and transmits a signal to the monitor 28 for
`
`displaying the player icon in scaled relationship in the virtual space 30. An acceptable
`
`computer is a Compaq Pentium PC.
`
`In other words, the player icon 32 is always
`
`positioned in the computer-generated virtual space 30 at the x, y, z coordinates
`
`corresponding to the player's actual location in the physical space 12. As the player
`
`36 changes location within the physical space 12, the players icon is repositioned
`
`accordingly in the virtual space 30.
`
`To create tasks that induce the player 36 to undertake certain movements, a
`
`protagonist icon 34 is displayed in the computer-generated virtual space 30 by the
`
`computer software 24. The protagonist icon 34 serves to induce, prompt and lead the
`
`player 36 through various tasks, such as testing and training protocols in an interactive
`
`game-like format that allows the assessment and quantification of movement and
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`agility skills related to actual distance traveled and elapsed time in the physical space
`
`12 to provide physics-based vectored and scalar information.
`
`The protagonist icon 34 is interactive with the player 36 in that the task is
`
`completed when the player icon 32 and the protagonist icon 34 occupy the same
`
`location, i.e. interception, or attain predetermined separation, i.e. evasion. As used
`
`herein the protagonist icon is the graphic representation with which the player
`
`interacts, and defines the objective of the task. Other collision-based icons, such as
`
`obstacles, barriers, walls and the like may embellish the task, but are generally
`
`secondary to the objective being defined by the protagonist.
`
`The protagonist icon 34 may have varying attributes. For example, the
`
`protagonist icon may be dynamic, rather than stationary, in that its location changes
`
`with time under the control of the software thereby requiring the player to determine an
`
`ever changing interception or evasion path to complete the task.
`
`Further, the protagonist icon can be intelligent, programmed to be aware of the
`
`player's position in the computer-generated virtual space 30 and to intercept or evade
`
`according to the objectives of the task. Such intelligent protagonist icons are capable
`
`of making course correction changes in response to changes in the position of the
`
`player icon 32 in much the same manner as conventional video games wherein the
`
`targets are responsive to the icon under the player's control, the difference being that
`
`the player's icon does not correspond the player's actual position in a defined physical
`
`space.
`
`The foregoing provides a system for assessing movement skills and agility
`
`skills. Movement skills are generally characterized in terms of the shortest time to
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`achieve the distance objective. They can be further characterized by direction of
`
`movement with
`
`feedback, quantification and assessment being provided
`
`in
`
`absoluteunits, i.e. distance/time unit, or as a game score indicative of the player's
`
`movement capabilities related to physics-based information including speed, velocity,
`
`acceleration, deceleration and displacement. Agility is generally characterized as the
`
`ability to quickly and efficiently change body position and direction while undertaking
`
`specific movement patterns.
`
`the results also are reported in absolute units, with
`
`success determined by the elapsed time to complete the task.
`
`The software flow chart for the foregoing tasks is shown in Figures 6 and 7. At
`
`the start 80 of the assessment, the player is prompted to Define Protagonists 82. The
`
`player may select the intelligence level, number, speed and size of the protagonists to
`
`reside in the selected routine. Thereafter the player is prompted to Define Obstacles
`
`84, i.e. static vs. dynamic. number, seed, size and shape. The player is then
`
`prompted to Define Objectives 86, i.e. avoidance or interception, scoring parameters,
`
`and goals, to complete the setup routine.
`
`To start the task routine. the player is prompted to a starting position for the
`
`task and upon reaching this position, the protagonist(s) and the obstacle(s) for the task
`
`are generated on the display. The protagonist moves on the display, 90, in a
`
`trajectory dependent on the setup definition. For an interception routine, the player
`
`moves in a path which the player determines will result in the earliest interception point
`
`with the protagonist in accordance with the player's ability. During player movement,
`
`the player icon is generated, and continually updated, in scaled translation in the
`
`virtual space to the player's instantaneous position in the defined physical space.
`
`12
`
`IPR2018-00294
`Apple Inc. EX1010 Page 14
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`

`

`W097/17S98
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`PCT/US96/17S80
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`Movement continues until player contact, 92, and interception, 94, or until the
`
`protagonist contacts a boundary of the virtual space corresponding to the boundary of
`
`the defined physical space, 96. In the former case, if interception has occurred, a new
`
`protagonist appears on a new trajectory, 97. The player icon's position is recorded,
`
`98, the velocity vectors calculated and recorded, and a score or assessment noted on
`
`the display. The system then determines if the task objectives have been met, 100,
`
`and for a single task, the final score is computed and displayed, 102, as well as
`
`information related to time and distance traveled in completing the task, and the
`
`session ends, 104.
`
`In the event, the player does not intercept the protagonist icon prior to the later
`
`contacting a virtual space boundary corresponding to the boundary on the defined
`
`physical space, the direction of the protagonist is changed dependent on the setup
`
`definition, and the pursuit of the protagonist by the player continues as set forth above.
`
`Concurrently with the player pursuit, in the event that obstacles have been
`
`selected in the setup definition, the same are displayed, 110, and the player must
`
`undertake a movement path to avoid these obstacles. For a single segment task, if
`
`the player contacts the obstacle, 112, the obstacle is highlighted, 114, and the routine
`
`is completed and scored as described above.
`
`In the event a moving obstacle was
`
`selected in the setup definition, if the obstacle strikes a boundary, 116, the obstacle's
`
`direction is changed, 118, and the task continues.
`
`For a multiple segment task, if the obstacle is contacted, the protagonist's
`
`direction changes and the movements continue. Similarly, upon interception for a
`
`multiple segment task, a new protagonist trajectory is initiated and the obstacles also
`
`13
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`IPR2018-00294
`Apple Inc. EX1010 Page 15
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`W097/17598
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`PCT/US96/17580
`
`may be reoriented. The routine then continues until the objectives of the task have
`
`been met -and the session completed.
`
`The tasks are structured to require the player to move forward, backward, left
`
`and right, and optionally vertically. The player's movement is quantified as to distance
`
`and direction dependent on the sampling rate and the update rate of the system. For
`
`each sampling period, the change in position is calculated. At the end of the session,
`
`these samples are totaled and displayed for the various movement vectors.
`
`For an avoidance task wherein the objective of the session is to avoid a
`
`protagonist seeking to intercept the player, the aforementioned is appropriately
`
`altered. Thus if the player is intercepted by the protagonist, the session ends for a
`
`single segment task and the time and distance related information is calculated and
`
`displayed. For multiple segment tasks, the protagonist trajectory has a new origin and
`
`the session continues for the defined task until completed or terminated.
`
`An example of a functional movement skills test is illustrated in Figure 3 by
`
`reference to a standard three hop test. Therein the player 36 or patient stands on one
`
`leg and performs three consecutive hops as far as possible and lands on the same
`
`foot. In this instance the player icon 32 is displayed at the center of the rear portion of
`
`the computer-generated virtual space 30 a position in scaled translation to the position
`
`of the player 36 in the defined physical space 12. Three hoops 50, protagonist icons,
`
`appear on the display indicating the sequence of hops the player should execute. The
`
`space of the hoops may be arbitrarily spaced, or may be intelligent, based on standard
`
`percentile data for such tests, or on the best or average past performances of the
`
`player.
`
`In one embodiment, the player 36 is prompted to the starting position 52.
`
`14
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`Apple Inc. EX1010 Page 16
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`WO 97/17598
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`When the player reaches such position, the three hoops 50 appear representing the
`
`50th percentile hop distances for the player's classification, and after a slight delay the
`
`first hoop is highlighted indicating the start of the test. The player then executes the
`
`first hope with the player's movement toward the first hoop being depicted in
`
`essentially real-time on the display. When the player lands after completion of the first
`
`hop, this position is noted and stored on the display until completion of the test and the
`
`second hoop and third hoop are sequentially highlighted as set forth above. At the
`
`end of the three hops, the player's distances will be displayed with reference to
`
`normative data.
`
`A test for agility assessment is illustrated in Figure 4 for a SEMO Agility Test
`
`wherein the generated virtual space 30 is generally within the confines of a basketball
`
`free throw lane. Four cones 60, 62, 64, 66 are the protagonist icons. As in the
`
`movement skills test above, the player 36 is prompted to a starting position 68 at the
`
`lower right comer. When the player 36 reaches the starting position in the defined
`
`physical space the left lower cone 62 is highlighted and the player side steps leftward
`
`thereto while facing the display. After clearing the vicinity of cone 62, the fourth cone
`
`66, diagonally across at the front of the virtual space 30 is highlighted and the player
`
`backpedals toward and circles around cone 66. Thereafter the player sprints toward
`
`the starting cone 60 and circles the same and then backpedals to a highlighted third
`
`virtual cone 64. After circling the cone 64, cone 66 is highlighted and the player
`
`sprints toward and circles the cone 66 and then side steps to the starting position 68 to
`
`complete the test. In the conventional test, the elapsed time from start to finish is used
`
`as the test score. With the present invention, however, each leg of the test can be
`
`15
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`Apple Inc. EX1010 Page 17
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`WO 97/17598
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`individually reported, as well as forward, backward and side to side movement
`
`capabilities.
`
`As will be apparent from the above embodiment, the system provides a unique
`
`measurement of the play's visual observation and assesses skills in a sport simulation
`
`wherein the player is required to intercept or avoid the protagonist based on visual
`
`observation of the constantly changing spatial relationship with the protagonist.
`
`Additionally, excursions in the Y-plane can be quantified during movement as a
`
`measure of an optimal stance of the player.
`
`The foregoing and other capabilities of the system are further illustrated by
`
`reference to Figure 5. Therein, the task is to intercept targets 70, 71 emanating from a
`
`source 72 and traveling in a straight line trajectories T1, T2. The generated virtual
`
`space 30 displays a plurality of obstacles 7 4 which the player must avoid in
`
`establishing an interception path with the target 70. The player assum

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