Exercise and video game chair

A video game chair for enhancing the enjoyment of a video game includes a chair member formed of a horizontal seat portion with a backrest portion vertically extending therefrom. This is a chair that utilizes arm movement, torso movement, leg movement and finger movement to control video games. The chair's movement is under resistance which is variable to suit the needs of the person playing the game. This resistance allows for a video gamer to benefit from extreme cardio and bodybuilding workouts while having their mind “in the game”. It is intended that this chair would be compatible with multiple video game consoles and computers

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Description
PREVIOUS FILING

This application emanates from a previously filed application Oct. 9, 2008.

FIELD OF THE INVENTION

This invention relates to a uniquely designed chair that enhances the comfort and experience of a video game player integrated in operation with a video game chair whereas movement of the human body will control the video game.

BACKGROUND OF THE INVENTION

Home video game systems are more popular then ever. Modem technological advancements in gaming systems have resulted in literally hundreds of games with unprecedented depth and detail. As these systems evolved, so has the demographic profile of those who purchase and play them. No longer just for kids, these games appeal to children and adults alike. The price of the most popular gaming systems, such as Sony Playstation™, X-Box 360™ and Sega™ have fallen in recent times making them even more common. All of these facts have resulted in widespread use of such games and an increase in our sedentary lifestyle. The only exercise that one receives while using these video game systems is to the finger area which is only a step above watching television. Accordingly, there is a need for means by the playing of video games and physical activity can be combined to provide not only entertainment but exercise as well. The development of the present invention fulfills this need. The present invention comprises an apparatus that allows the control of a video game system by the user performing actions or movements in a chair. The invention connects to commonly available video games by the use of a multi-adapter plug. The invention can be used by itself or with the use of a hand controller as well. The chair resembles a cross between an office chair and a weight bench. In this manner the user can activate game functions by pressing or moving chair arms and/or foot supports. Such movement would be governed by resistance mechanism and tension bars in much the same manner as resistance type weight machines.

Other game functions could be provided with conventional pushbuttons located at the end of the arms or the foot support mechanisms. It is envisioned that the invention would work optimally with games that would simulate the motion of an athlete such as boxing, skiing, basketball and the like. Additionally, new software titles that would take advantage of the invention would be usable as well. The use of the present invention provides not only a new and unique method of playing video games, it also adds movement and exercise to a pastime that has been plagued by the lack of physical activity

The prior art includes many varieties of exercise machines: exercycles, rowing machines, and weight-lifting machines found in fitness centers. None of these has a video game which is connected to the machine. There are a multitude of video games on the market which incorporate randomly generated targets to be “destroyed” by the operator by manipulation of hand controls by the operator. The operation of these games is almost effortless, with respect to the expenditure of physical energy by the operator; there are none that can be employed to achieve an optimal aerobic level of physical exertion for cardiovascular conditioning.

There are also known various monitor game machines which simulate such activities as the flight of an airplane attacking enemy bombers, driving a car at high speed through traffic or in a race or obstacle course, and the like. These devices may employ a video unit comprised of a computer, program, and video screen. The cockpit or seat of the operator typically will tilt, rotate, or otherwise move in response to controls manipulated by the operator. The object of these inventions is to provide realism to video games. Two such inventions are U.S. Pat. No. 4,461,470 Astroth, dated Jul. 24, 1984, and U.S. Pat. No. 4,478,407, Manabe, dated Oct. 23, 1984. However, the prior art does not include a simulator which provides the opportunity for strenuous exercise by the operator.

In view of the above circumstances, an object of the present invention is to provide a lithium-ion battery which retains high safety while having high capacity and high power.

SUMMARY OF THE INVENTION

The present invention overcomes disadvantages of the prior art.

The present invention relates to a chair specifically designed to enhance the experience of a video game player. The device comprises a chair member including a horizontal seat portion with a backrest portion vertically extending therefrom. Both the seat portion and backrest portion are preferably encapsulated with a padded foam material for enhanced comfort.

This is a chair that functions as a video game controller utilizing movement of the human body to control the video game. Movement of the human body is under resistance when using this char to control the video game, thus allowing for a form of entertaining physical exercise.

This invention replaces the common hand held controller used for controlling video game consoles. Various forms of controllers have been made to control video games. This chair is designed to replace the majority of the different styles from the following list: joystick, keyboard, hand held, etc.

This is a chair that utilizes arm movement, torso movement, leg movement and finger movement to control video games. The chair's movement is under resistance which is variable to suit the needs of the person playing the game. This resistance allows for a video gamer to benefit from extreme cardio and bodybuilding workouts while having their mind “in the game”. It is intended that this chair would be compatible with multiple video game consoles and computers.

BRIEF DESCRIPTION OF THE DRAWING

The advantages and features of the present invention will become better understood 20 with reference to the following more detailed description and claims taken in conjunction with the accompanying drawings, in which like elements are identified with like symbols, and in which:

FIG. 1 is a front perspective view of the exercise and video game chair 10, according 25 to a preferred embodiment of the present invention; and,

FIG. 2 is a functional block diagram of the exercise and video game chair 10 according to a preferred embodiment of the present invention.

DESCRIPTIVE KEY

  • exercise and video game chair handgrip
  • handgrip sensor finger button foot sensor footpad
  • leg waist flexure headrest cushion seat cushion back cushion torso speaker
  • 43 electrical box
  • 44 sound jack
  • 45 multi-adapter plug
  • 46 power cord
  • 47 sound and control pad
  • 48 headrest speaker
  • 49 wiring
  • 50 input/data module
  • 51 audio module
  • 60 torso restraint
  • 80 game console

DETAILED DESCRIPTION OF THE INVENTION

The present invention describes an apparatus and method for an exercise and video game chair (herein described as the “apparatus”) 10, which provides a means for an exercise chair which interfaces with a video game console 80 using a multi-adapter plug 45. In this manner the user can activate game functions by pressing finger buttons 22, moving handgrips 20, and pressing footpads 31. The user's movements are to be governed by resistance mechanisms in much the same manner as resistance type weight machines. It is envisioned that the invention 10 would work optimally with games that would simulate the motion of an athlete such as boxing, skiing, basketball and the like. The invention 10 provides a sound system 51 with various controls 47 and can be either used as a stand-alone exercise machine or used with the aforementioned game console 80 interface.

Referring now to FIG. 1, a front perspective view of the apparatus 10, according to the preferred embodiment of the present invention, is disclosed. The apparatus 10 comprises a seat cushion 40, a back cushion 41, a headrest cushion 39, a pair of handgrips 20, a pair of foot sensors 30, a pair of footpads 31, four (4) legs 32, a waist flexure 33, and an electrical box 43.

The apparatus 10 provides a chair means similar to a typical office chair including a seat cushion 40, a back cushion 41, a headrest cushion 39, and four (4) legs 32, and is envisioned to be made using standard materials such as ploy-foam filled cushions 39, 40, 41 and coverings made using materials such as cloth, leather, vinyl or the like. The aforementioned chair sections 39, 40, 41 may be provided in a variety of materials, styles, and designs and as such should not be interpreted as a limiting factor of the present invention 10.

The apparatus 10 further comprises a pair of headrest speakers 48 located in the headrest cushion 39 and four (4) torso speakers 42, a pair of each located on opposite sides of the back cushion 41. The speakers 42, 48 are envisioned to provide grills which are integral to the back cushion covering 41 and are envisioned to provide various speaker types such as woofer, mid-range, tweeter, and the like, thereby accurately reproducing the audio portion of the game or to broadcast music. The back cushion 41 further comprises a locking torso restraint 60 similar to those used on roller coasters providing control of the shoulder and chest area of the user, thereby enabling both forward and backward motion of the back cushion 41 via the waist flexure 33. The waist flexure 33 provides a flexible panel positioned between, and connected to, the seat cushion 40 and the back cushion 41. The waist flexure 33 is envisioned to be made of a rugged and flexible material such as fiberglass, plastic, urethane rubber, or the like, thereby providing a resistance motion to enhance the exercise function. The waist flexure 33 is further envisioned to provide an electrical input signal to the electrical box 43 when flexed. The seat cushion 40 provides an attachment means to four (4) legs 32 to stabilize and support the apparatus 10 during use.

The legs 32 are envisioned to be made using rugged materials such as metal, wood, fiberglass, or the like and are designed to extend outward from the center of the apparatus 10 forming a wide base, thereby supporting vigorous motions resulting from exercise and gaming activity. The legs 32 provide an attachment means to a sound and control pad 47, a pair of hand sensors 21, and a pair of foot sensors 30.

The sound and control pad 47 is envisioned to provide a control means including speaker volume control, game functions, and the like. The sound and control pad 47 is envisioned to be located generally at a top-front location along a leg 32 being easily accessed by the user while actively engaged in a game or exercise activity. The sound and control pad 47 is envisioned to be attached to said legs 32 either as an integrally molded part or fastened thereto using screws, rivets, or the like.

The handgrips 20 further comprise a pair of handgrip sensors 21 and a pair of finger buttons 22. The handgrips 20 are envisioned to be similar to typical gaming grips common in the industry, thereby providing input signals to the game console 80 from a pair of integral handgrip sensors 21 and a pair of finger buttons 22. The handgrips 20 are envisioned to be made using flexible injection molded plastic parts, thereby providing a resistance motion to enhance the exercise function.

The footpads 31 further comprise a pair of foot sensors 30. The footpads 31 are envisioned to function in a similar manner to the handgrips 20, thereby providing input signals via the foot sensors 30 to said game console 80 as the user moves his/her feet. The footpads 31 are envisioned to provide foot straps to secure the user's feet to said pads 31. The footpads 31 are envisioned to be made using flexible injection molded plastic parts, thereby providing a resistance motion to enhance the exercise function.

The electrical box 43 provides an enclosure means for a variety of electrical and electronic components required to operate the apparatus 10. The electrical box 43 also comprises sound jacks 44, a power cord 46, and a multi-adapter plug 45. The electrical box 43 is envisioned to be a box shaped enclosure made using materials such as plastic, metal, or the like. The electrical box 43 is envisioned to be located under the seat cushion 40 being affixed thereto using screws, rivets, and the like. The wiring 49 is envisioned to be routed internally within the legs 32 and cushions 39, 40, 41 from said input devices and speakers 42, 48.

Referring now to FIG. 2, a functional block diagram of the apparatus 10, according to the preferred embodiment of the present invention, is disclosed. The apparatus 10 comprises a plurality of input devices such as a pair of handgrip sensors 21, a pair of finger buttons 22, a waist flexure 33, a pair of foot sensors 30, and a sound and control pad 47. Said input devices are to be connected internally to the electrical box 43 via wiring 49 being routed to an input/data module 50 located therein said electrical box 43. The apparatus 10 further comprises a plurality of speakers 48, 42 being connected to an audio module 51 also contained within the electrical box enclosure 43 via wiring 49.

The apparatus 10 further comprises a 110-volt power cord 46, a multi-adapter plug 45 to communicate signal data to a game console 80, and a pair of sound jacks 44 enabling interface with the game console sound system 80.

It is envisioned that other styles and configurations of the present invention can be easily incorporated into the teachings of the present invention, and only one particular configuration shall be shown and described for purposes of clarity and disclosure and not by way of limitation of scope.

2. Operation of the Preferred Embodiment

The preferred embodiment of the present invention can be utilized by the common user in a simple and effortless manner with little or no training. After initial purchase or acquisition of the apparatus 10, it would be installed as indicated in FIG. 1. The method of installing and utilizing the apparatus 10 may be achieved by performing the following steps: positioning the apparatus 10 in front of, and at a desired distance, from a television; connecting the multi-adapter plug 45 into the game console 80; routing and plugging speaker cables from the game console 80 into the audio jacks 44 located thereon the electrical box 43; plugging the 110-volt power cord 46 into an available electrical outlet; activating the game console 80 and loading the desired game; making necessary adjustments and selections using the sound and control pad 47 such as sound volume, game mode, and the like; initiating the game sequence using the sound and control pad 47; and, enjoying the enhanced gaming and exercise experience while using the apparatus 10.

Another alternate embodiment of the present invention 10 comprises the addition of a game console 80 built integrally into the apparatus 10 perhaps being located adjacent to, or incorporated into the electrical box 43 portion.

The foregoing descriptions of specific embodiments of the present invention have been presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise forms disclosed, and obviously many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to best explain the principles of the invention and its practical application, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated.

Claims

1. (canceled)

2. A method for exercising and playing video games utilizing an exercise and video gaming chair.

3. A chair for obtaining an optimal aerobic level of physical exertion for cardiovascular conditioning while playing video games comprising:

a chair having a seat cushion and a back cushion;
a waist flexure means coupled to the seat cushion and the back cushion wherein the waist flexure means provides universal joint functioning with tension rubber or spring resistance as the back cushion is moved forward, backward or in any direction relative to the seat cushion; and
a video gaming consol coupled to the chair which connects to video games by the use of a multi-adapter plug adapted to receive input signals from finger buttons, hand grips and foot pads which activate game functions.
Patent History
Publication number: 20110086747
Type: Application
Filed: Oct 8, 2009
Publication Date: Apr 14, 2011
Inventor: Benjamin Karl Broderick (Kingman, AZ)
Application Number: 12/576,226
Classifications
Current U.S. Class: Support For Entire Body Of User (e.g., Bench, Slant Board, Etc.) (482/142); Accessory (463/47)
International Classification: A63B 26/00 (20060101); A63F 9/24 (20060101);