Systems and Methods for Exercise Guidance and Tracking
Systems and methods are provided for guiding a participant through a fitness experience or workout. The participant is provided access to an exercise area at a fitness facility, with the exercise area comprising several exercise or game modules. At each module, the participant engages in a customized exercise or game that is tailored to the participant's fitness level or to key fitness elements that the participant is expected to work on. An instructor may program each module with a type and difficulty of game that is appropriate for the participant, and the participant's activities and results are tracked over time and reported to both the instructor and the participant.
This application claims the benefit of U. S. Provisional Application Ser. No. 62/710,566, entitled “Systems and Methods for Exercise Guidance and Tracking,” and filed on Feb. 17, 2018, and incorporated herein by reference in its entirety.
BACKGROUND Field of the InventionThe present invention is directed to systems and methods for guiding participants through a series of exercises and tracking participant results in those exercises.
Description of the Related ArtThe fields of exercise equipment and exercise facilities employ a number of standard elements in their design and implementation. Generally, standalone fitness equipment is employed by individual users, either to attain their own workout goals or in conjunction with trainers who help to define goals and assist users with their form. Equipment may be grouped by type in gym facilities, with each piece of equipment serving a role (e.g., cardio workout, strength training).
Shown and described herein are systems and methods for exercise guidance and tracking.
In a typical exercise plan, a participant will be pre-registered for an exercise experience, or workout, via a website or other networking method before arriving at the facility 10 to participate. Payment for the workout may be managed via a website, either through a subscription or a per-workout basis.
Upon arrival at the facility 10, the participant will approach a front desk 14, where the participant's identity is verified and she is provided with an RFID bracelet that will be used to track her progress through a workout. The RFID bracelet may be used to open a gate 16, which recognizes the RFID bracelet and allows the participant to enter an exercise area 18 containing a number of exercise modules or modules 12a-12f. While six exercise modules are shown in the illustrated embodiment, more or fewer modules may be employed.
In the described embodiment, the participant will join a class of other participants, but in some embodiments, participants may be guided through a workout alone or in smaller groups.
In the illustrated experience, the participant is first guided by an instructor to a first module 12, entitled “soap bubbles.” At each module, the participant first taps her RFID bracelet on a registration panel and then participates in an exercise as guided by images and sounds at the module, or by an instructor, or both. In one embodiment, the participant may register at either the module or simply at the assigned smaller segment of the module.
Upon the participant's registration at the module 12a, software and hardware systems at the module recognize the participant and fetch a unique sequence of steps, which may be customized for the participant. As an example of a game that may be employed at the soap bubbles module 12a, balls or ball segments on a floor light up in a certain sequence, and the lit balls must be stepped on by the participant, in order, according to the objective of a game. In one game embodiment, if the participant steps on the wrong ball or fails to step on a ball in time, she misses that step, and the miss is recorded in a system for the assembly and generation of a participant report.
The game or exercise event at the module 12a will generally continue for set amount of time, for example from four to seven minutes. At the end of that time period, the participant's time at the module 12a is complete. Either an instructor or a speaker provided at the module 12a will announce that the game is over, and the participant's score at the module is sent to a database (which may be onsite or remote) and associated with the participant's identity in the database.
After the participant's time at the first module 12a is complete, the participant is guided to a second module 12b. Once again, the participant registers at this module using her RFID bracelet and is guided through an exercise session or game at the module 12b similarly to the steps described for the module 12a. In one embodiment, each module 12a-12f provides a different exercise session or game that is designed to focus on one element of fitness, fine or gross motor skill, reaction time, balance, and the like.
The participant is similarly guided through the other modules 12c through 12f. In one embodiment, one or more modules, such as the “shooting hoops” module 12f, are enabled only as a reward for successful completion of other modules or the attaining of set goals (such as fitness goals) at one or more other modules. In some cases, all of the modules may be employed in an exercise experience, and in some cases smaller subsets of modules may be employed in individual experiences, which may be tailored for groups of participants or individual participants.
After the exercise experience is completed by the participant, or during the experience, an instructor may evaluate the participants' performance using a portable, wireless interface or an on-site terminal 20. The instructor may be provided with information regarding the participants' results in one or more fitness development areas. For example, the instructor may learn that a participant's cardio performance is excellent, but that arm strength is low. Upon learning these details, the instructor can set criteria for future exercise experiences customized for each participant. For example, given this information, the instructor might change the difficulty of cardio-focused or arm-strength-focused exercises provided at the module 12, customizing the experience for the next time the participant visits the facility 10. Each participant's experiences may be tuned over time.
The details of the participant's experience and her performance and fitness information may be accessed remotely, for example via website. A scorecard may be generated for tasks at each module, and an overall grade may be given for the participant's performance in the exercise experience. Past grades, changes over time in performance, and the change in difficulty levels over time may be provided to participants or others via email, text message, or other messaging system reviewed remotely via an information portal.
Participants' experiences at the facility 10 and outcome reports are enabled via the use of software and hardware systems.
Magnetic gates 30 accept RFID scans of RFID bracelets allowing entry based on rules set in the system. Interface hardware 32 may be used by front desk personnel, office staff, fitness instructors, and management to access the web app 24 and the registration and setup system 22.
Pre-workout instructions may be set up as shown in the block diagram of
Workout functionality is carried out as shown in the block diagram of
Next, participant game initiation process 40 begins when the participant is logged into a game at a module 12 using the RFID bracelet. The game at the module is set up for the participant based on the participant's profile.
A staff game initiation process is shown at 42, and in this step the staff (instructor) scans an RFID bracelet enabling all games within a module 12 to start for the participants. Next, game performance occurs as shown at process 44. Participant results are logged and the game is conducted according to the customized design for each participant.
Post-workout processes 46 and 48 follow the completion of a fitness experience. As shown at process 46, instructors may use the web app 24 to review participant workout/game results and, if warranted, adjust workout plans for following fitness experiences. As shown at process 48, the web app 24 can be used to transmit workout/game results to participants (or, where participants are children, their parents or guardians).
In some embodiments, a participant's performance may be automatically tracked and measured. This may be done by, for example, the software and hardware disclosed in
Specific modules within the facility 10 will now be shown and described. In each module, performance and progress is tracked and reported using the game hardware 28 specific to the module 12, and stored and processed using the local system services system 26. The modules may receive and transmit information from and to the services system 26 using wired or wireless communication.
A first module 12a, which may be entitled a “soap bubbles” module, is shown at
A second module 12b, which may be entitled a “gauntlet module,” is shown at
A third module 12c, which may be entitled a “cycline module,” is shown at
A fourth module 12d, which may be termed a “wall strike” module, is illustrated at
A fifth module 12e, which may be termed a “bounceline” module, is illustrated at
A sixth module 12f, which may be termed a “shooting hoops” module, is illustrated at
The description contains depictions of embodiments of the invention, which are not meant to limit the scope of the invention. The scope of the invention is as defined in the following claims.
Claims
1. A system for guiding a participant through a fitness experience, said system comprising:
- an exercise facility having an exercise area with two or more modules, each module having game hardware that is programmed with fitness games custom-selected for each participant, wherein the participant is guided between modules and, at each module, performs the custom-selected game.
2. The system of claim 1 wherein the game hardware comprises lights that are lit sequentially, prompting the participant to interact with objects at the module.
3. The system of claim 2 wherein the objects are resilient balls.
4. The system of claim 2 wherein the objects are resilient hemispheres.
5. The system of claim 2 wherein the lights are provided within the objects.
6. The system of claim 2 wherein the lights are provided near the objects and illuminate the objects.
7. The system of claim 1 further comprising motion sensing devices.
8. The system of claim 1, wherein each module is configured to track performance and progress of each participant as they participate in the fitness experience.
9. A method for the automatic measurement and tracking of exercise performance comprising:
- tracking the performance of a participant during a first exercise experience in which the participant participates in games at two or more modules;
- recording data gathered from motion-sensing devices related to the performance of the participant during the first exercise experience;
- analyzing recorded data to quantify participant performance; and
- providing a second exercise experience for the participant, wherein the second exercise experience is customized based on the performance of the participant during the first exercise experience.
10. The method of claim 9, wherein each module further comprises lights that may be lit sequentially.
11. The method of claim 9, wherein the games are programmed into game hardware that is part of the modules.
12. The method of claim 9, wherein tracking the participant further comprises tracking an RFID bracelet worn by the participant.
13. The method of claim 9, wherein analyzing the recorded data may occur at a server.
14. The method of claim 9, wherein providing the second exercise experience may include providing an audio prompt for the second exercise experience to the participant.
15. A method for automatically programming a module with a game custom-selected for a participant comprising:
- providing a first game for the participant having first game criteria;
- recording data related to the performance of the participant during the first game, thereby creating first game recorded data;
- presenting the first game recorded data;
- evaluating the first game recorded data; and
- based on the results of the evaluation, creating or selecting second game criteria different from the first game criteria and tailored to change the challenge of the game for the participant.
16. The method of claim 15, wherein the first game criteria comprises a difficulty setting for a cardio activity, a strength activity or a combination thereof.
17. The method of claim 15, wherein the second game criteria comprises a difficulty setting for a cardio activity, a strength activity or a combination thereof.
18. The method of claim 15, wherein evaluating the first game recorded data comprises analyzing the first game recorded data at a server.
19. The method of claim 15, wherein presenting the first game recorded data comprises presenting the data at a terminal, or at a wireless interface.
20. The method of claim 15, wherein recording the data comprises recording the participant's movement via a RFID bracelet, motion sensing devices, or a combination thereof.
Type: Application
Filed: Feb 14, 2019
Publication Date: Aug 22, 2019
Applicant: enerGEEwhizz Holdings, LLC (Chicago, IL)
Inventors: Tiffanie P. Sperling (Plainfield, IL), Dean S. Simon (San Diego, CA)
Application Number: 16/276,132