Patent application number | Description | Published |
20090209845 | METHOD TO OPTIMIZE INTERACTIVE PRODUCTS BASED ON THEIR FUNCTIONAL NEURAL IMPACT - Described herein are methods of optimizing an interactive media (e.g., a videogame) based on a brain activity criterion, as well as interactive media optimized or incorporating these methods. Brain activity may be measured using imaging techniques, such as an fMRI image of neural activity taken while a subject is using the technology. The optimization may be used to help the interactive media evoke desired behaviors or attitudes in subjects who have used the interactive media. For example, the interactive media described herein may be optimized to help facilitate behaviors or attitudes that are conducive to medical therapies, including compliance with medical treatments. | 08-20-2009 |
20090221211 | SCOOT: A PHYSICAL ACTIVITY-PROMOTING GAME SYSTEM - The invention described herein provides game systems or devices that typically include a projector for projecting a plurality of images or colors at different positions in space, a source of music, and a controller configured to coordinate the presentation of the images or colors with the music. | 09-03-2009 |
20090221337 | PHYSICAL ACTIVITY-PROMOTING GAME UTILIZING NETWORKED MODULES - A system and method are provided for a physically active game whose underlying purpose is to increase the level of physical activity in adolescents, and to have the game and associated activity be enjoyable and engaging such that physical activity becomes engrained as a habit that counters obesity. The game system includes a set of networked game modules that players touch in a sequence as prescribed by a game logic The correct module to touch next in the sequence is indicated by a notifier, such as a light turning on or an audible signal emitting from the module. Sensors on the modules transmit a signal to a controller which activates transmission of the next module in the sequence to activate a notifier element. Game data may be used to compute a score and be applied to game statistics. Data from the game may be transmitted to a remote server for storage, transformation into comparative data, and displayed on a web page. | 09-03-2009 |
20090221338 | PHYSICAL EXERCISE VIDEO GAME METHOD AND APPARATUS - Described herein is a game and game system including one or more user motion tracking devices. In some embodiments, a heart rate sensor is also used to monitor the user. | 09-03-2009 |
20090221371 | MOOVDISK - Described herein is a game system that includes a game control unit that communicates with a plurality of play units. Each play unit typically has a user input functionality (e.g., a button) and a visual indicator (e.g., lights). The play units can communicate and receive instructions from the game control unit. The game control unit may also include a user input, and can track play and upload results (e.g., scores) into a central data repository. Players may wear identification tags that can also provide identifying information for tracking or monitoring by the game control unit. Also described herein are methods of playing games using the system, and social networking website for players. | 09-03-2009 |
20090221372 | FOOTPAD-BASED GAME AND GAMING SYSTEM - Described herein are games and game systems including a text messaging phone keypad foot mat. The phone keypad foot mat typically includes regions similar to the buttons of an enlarged telephone keypad. A user can step on these input regions (“buttons” or “keys”) to type a text. Thus, a player “types” a text message by stepping or dancing on the keyboard foot mat similar to the way that a text message may be typed by hand on a telephone keypad (e.g., sending a text message from a cell phone). Various games can be played using the devices, systems and methods described herein. | 09-03-2009 |
20090221401 | RHYTHM ROPE - The improved jump ropes devices described herein generally include a source of rhythmic sound, a sensor for determining the motion of the jump rope, and a visual output (e.g., feedback) for indicating how well a user is moving or jumping in time to the rhythmic component of the sound. The device may also include a controller for receiving input from the source of rhythmic sound and the sensor, and controlling the visual output. Methods of using the devices are also described. | 09-03-2009 |
20110130247 | RHYTHM ROPE - The improved jump ropes devices described herein generally include a source of rhythmic sound, a sensor for determining the motion of the jump rope, and a visual output (e.g., feedback) for indicating how well a user is moving or jumping in time to the rhythmic component of the sound. The device may also include a controller for receiving input from the source of rhythmic sound and the sensor, and controlling the visual output. Methods of using the devices are also described. | 06-02-2011 |