MXPA98008160A - Pedometer with ju mode - Google Patents
Pedometer with ju modeInfo
- Publication number
- MXPA98008160A MXPA98008160A MXPA/A/1998/008160A MX9808160A MXPA98008160A MX PA98008160 A MXPA98008160 A MX PA98008160A MX 9808160 A MX9808160 A MX 9808160A MX PA98008160 A MXPA98008160 A MX PA98008160A
- Authority
- MX
- Mexico
- Prior art keywords
- counting
- character
- steps
- game
- display
- Prior art date
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Abstract
The aim of the present invention is to provide a new pedometer with game mode, which can be used as a game by a child, to do some exercise, such as walking and / or running, without qualms. When a vibration is detected by means of the vibration detector, the counting values, a counter of the number of steps and an integration counter are increased and, consequently, a display state of a character displayed on an LCD varies, with based on the counting values, the number of steps counter and / or the integration counter
Description
PEDOMETER WITH GAME MODE
BACKGROUND OF THE INVENTION. Field of the invention. This invention relates to pedometers with game mode and, more specifically, with a pedometer with game mode that varies the image of a character or a scene that is displayed on it for a game that is based on its count value. Therefore, the pedometer can be used as a game for enjoyment even by a child-
Description of the background of the technique. It should be noted that recently the number of playgrounds for children has decreased in the populations, causing the number of children to increase. They perform enough exercise. As a result, it becomes a social problem that the number of fat children and children suffering from gastric diseases is increasing, it is well known that walking is the most effective way to solve the problem of little exercise. it is an exercise too monotonous and exhausted even for an adult to continue, much more for a child.To make a person overcome this monotony exhaustion when walking, pedometers are provided
REF .: 28495 conventional that simply indicate the number of steps that the walker has given. Conventional pedometers are used simply to count the number of steps when a person takes a walk for health reasons, and to indicate the counted number of steps. Some of the conventional pedometers have auxiliary modalities such as calculating the calories consumed by the walker, based on the data of the number of steps. However, conventional pedometers, even with this auxiliary modality, lack any element of entertainment, so that no child can enjoy its use. Children may not be motivated to walk or run with conventional pedometers of adults. For this reason, a pedometer capable of being used with enjoyment even by a child is desired.
BRIEF DESCRIPTION OF THE INVENTION The present invention has been made to solve the conventional problems described above. The first aspect of the present invention, a pedometer co game mode used to be attached to a part of the user's body to visualize the number of steps, according to the walk the user takes, comprises:
- a vibration detector to detect the vibration created by the user's walk;
- a counter for counting at least one output signal of the vibration detector, to obtain the number of steps; - a display of the number of steps to display a count value of the counter as information of the number of steps; a character display to visualize a character for a game; and a controller for the character display, for controlling a display state of the character, of the character displayed on the display -i -characters, so that the state based on e._ may vary at least the count value of the counter. As apparent from the foregoing, in accordance with the first aspect of the present invention, it is possible to control the character image based on the number of steps walked. According to a second aspect, in the first aspect of the present invention, the pedometer co game mode, where the character display controller includes: a data generator variation of the character display, to generate data for various the display state of the character for the game, and - a device for supplying modification data, to provide data that adds a different modification to the character display state, which was performed by the variation data generator of the character display, based on in the count value of the counter. As apparent from the foregoing, in accordance with the second aspect of the present invention, it is possible to further modify the display state of the character based on the number of stepped steps. According to a third aspect, in the third aspect of the present invention, a pedometer with game mode, where the character display controller includes: a variation data generator of the character display, to generate data for vari "the state of character display for the game, and a modification data device to provide data that adds a different modification to the state of character -vi sulation, which was performed by the variation data generator of the character display, using the count value of counter as random data As it becomes apparent from the foregoing, according to the third aspect of the present invention, it is possible to modify the state of character display, based on the number of random steps.
According to a fourth aspect, in the second aspect of the present invention, a pedometer with game mode further comprises a time data generator for generating time data; wherein the device that provides modification data varies the display state of the character, based on the time data and the count value of the counter. According to a fifth aspect, in the first aspect, a pedometer with game mode, where the variation data generator of the character display includes: storage means of the game program, to store programs capable of displaying a character for a plurality of games, - a processor for executing a program selected from among the programs for displaying the character, for the plurality of games stored in the storage device of the program, and a program selector, for selecting any of the programs , among a plurality of "game" programs, stored in the game program storage device, based on the count count value According to a sixth aspect, in the first aspect of the present invention, a pedometer with game mode, which also includes a reset switch to restore information on the number of steps per user operation, where: - the first counter restores its count value in response to the operation of the reset switch, then counts the output signal from the vibration detector, which is received from that moment to obtain the number of steps, and causes the display device of the number of steps to display its count value; - the third counter increases its count value each time the counting value of the first counter increases by a certain value; and - the character display is for visualizing a virtual pet and is capable of varying the representation of the virtual pet according to a plurality of patterns; The pedometer with game mode also includes a controller of the control switch, to select and enter the desired data of the count value that will be given as a gift to the virtual pet, within the value counted by the third counter, where - the card display controller controls an expression of the virtual pet, visualized by the character display, so that it varies the expression based on the selected content value data, introduced and provided by the operation of the control switch. According to an eighth aspect of the present invention, a pedometer with game mode, used to join a part of the user's body, to visualize the number of steps according to a walk carried out by the user, comprises: a detector of vibrations, to detect the vibration created by the user's steps; - a counter, for counting at least one vibration detector output, to obtain the number of steps; - a display of the number of steps, to display a count value of the counter as information on the number of steps; - a character viewer, to visualize u. \ virtual pet for a game; and a character display controller, to control the behavior status of the virtual mascot that is displayed on the display of the character so that the state varied, based on at least the count value of the counter. According to a ninth aspect, in the eighth aspect of the present invention, a pedometer with game mode, further comprises a time data generator for generating time data, wherein: the driver of the card display controls a first display state to make the virtual pet behave in connection with time based on the time data, and a second state of visualization to make the virtual pet behave based on the count value of the counter, d different way, which behaves in connection with e time. According to a tenth embodiment, in the eighth aspect of the invention, a pedometer with a game mode that, in addition, comprises a restoration switch, to restore the information of the number of steps by means of the operation of the user, where: - the counter includes a first counter and a counter-counter, the first counter restores its count value and response to the operation of the restoration switch and counts the output of the vibration detector, which has been received from that moment, to obtain the number d steps, the "display of the number of steps displays the counting value of the first counter, - the second counter cumulatively counts the output of the vibration detector to obtain an accumulated value of the number of steps, and the display controller of the card controls the display state of the displayed image on the character display, from mod I varied the state based on the second count value with In accordance with the eleventh aspect, a pedometer co game mode, which is used to be attached to a part of the body of the user, to visualize the number of steps according to the walk performed by the user, which comprises : a vibration detector, to detect a vibration created by the user's walking; - a counter, to count an output of the vibration detector, to obtain the number of steps; - a display of the number of steps, to visualize a count value of the counter, as information of-number of steps; a character display, to visualize a character for a game; - a control switch for the game operation; and - a character display controller, to control a display state of the character displayed in the character display, so that its status varies, where the character display controller includes: - a variation data generator of the display of characters for, when instructed to start the game by operating the control switch generate data to vary the character display status for the game and vary the display status according to the operation of the control switch, and a counter, to count the number of times the game can be played whenever it detects that the count value of the counter is greater than or equal to a given value to allow the game to be played, then, decrease the number even for the development of the game, so that each of The instructions start the game, and then activate the development of the game within the number of times the game can be played. Therefore, an object of the present invention is to provide a novel pedometer with game mode that can also be used as a game even for a child to enjoy and, therefore, be used as entertainment. . Another object of the present invention is to provide a pedometer with play mode with which a child can exercise either walking or running if reluctance and expecting to see the increase in the amount of exercise.
The present invention is a pedometer used, by joining it to a part of the user's body, to visualize the number of steps according to a walk performed by the user; including vibration sensing means, for detecting a vibration caused by the user walking; counting means for counting an output of the vibration detection means and consequently obtaining the number of steps; means d display of the number of steps, to display the count value, of the counting means, as information of the number of steps; means for displaying characters, for displaying a character for a game, means for controlling the display of characters, for controlling a display state of the image displayed on the character display means, so that I varied the state, based on the Conte value of the counting accessory. According to one embodiment of the present invention, the character that is to be 'visualized for the game, is a living thing, for example, a person, a dog, a gat and the like, or a virtual pet, as an imaginary creature , like a monster. The pedometer, according to the present modality, varies a state of character display, according to information of the number of steps, or information that is related to the number of steps (for example, all or part of the integrated value information). , about the number of steps). According to another embodiment of the present invention, a pedometer with game mode includes means for generating clock information, or present time information, and varies the behavior or gestures of a character, based on information related to time. Accordingly, it is possible to provide character with variations different from those based on the information of the number of steps. The present invention can carry out a new pedometer with game mode that can be used as a game, even by a child, and be used as entertainment. Accordingly, a child having the pedometer according to the invention, performs a certain exercise, walking or running, using the pedometer as a game, so that the child can ensure the amount of exercise required in a day seeking to see the increase in the amount of exercise and, therefore, improve s sal. These and other objects, features, and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken together with the accompanying figures.
BRIEF DESCRIPTION OF THE FIGURES. Figure 1 is a graph showing the appearance of a pedometer with game mode, according to an embodiment of the present invention; Figure 2 is a block diagram showing the construction of the pedometer of Figure 1; Figure 3 is a graph that aids in the explanation of a memory map of the working RAM the display RAM of Figure 2; Figure 4 is a side view showing a vibration detector of Figure 2; Figures 5 and 6 are graphs showing example of game images displayed by the pedometer c game mode of Figure 1; Figure 7 is a flow diagram showing the operation of the pedometer with game mode of Figure 1; Figure 8 is a "graph showing an example of the character images displayed in the pedometer with game mode, in accordance with the present invention; Figure 9, 10A, and 10B are graphs forming a flowchart showing the operations performed by the pedometer with game mode, according to the present invention;
Figure 11 is a flow diagram similar to that of Figure 7, but three steps are added with respect to watts (power); Figure 12 is a flow diagram similar to that of Figure 10, but a subroutine co with respect to watts (power) is added thereto; Figures 13A, 13B, 13C and 13D are graphs showing an example of the visualization of images showing various states of a virtual pet; and Figure 14 is a flow diagram showing operation of the u u <0. routine of Figure 12.
DESCRIPTION OF THE PREFERRED MODALITIES. In Figure 1, the appearance of a pedometer with game mode (referred to herein as "pedometer") according to one embodiment of the present invention is shown. The pedometer 10 includes a main screen, 12, constructed mainly on a Liquid Crystal Display (hereinafter referred to as "LCD 12") located on the front surface of a housing 11, and a control section, 13 , formed below the LCD 12. The LCD 12 is a screen of the dot matrix type, and is provided with a display screen d of an image, 121, in a large area thereof. L image display screen, 121 (sic section) is used to display a character or a figure. The LCD 12 is additionally provided with a display section d of the clock image, 122, above the display screen of the game image, 121 to display the time; and a display section of the image of the number of steps, 123, below the display screen of the game image, 121 to display the number of steps. More preferably at suitable positions around the display screen of the game image, 121, icons 124, 125 and 126, and the like, are provided, which are manipulated by the user to designate different input modes. For example, the icon 124 is a flag displayed on the screen to represent "a set of weather information", with which the user can adjust time information and enter that group of time information to the pedometer 10. Similarly, the icon 125 is a mark representing "an alarm time", for the user to set an alarm time. Icon 126 is a mark representing "a game mode" for the user to select a game mode in which the user (player) can play a game regardless of the number of steps and / or time data.
The control section, 13, includes a reset button 131, a start button, 132, a direction instruction switch, 133, to give instructions on the selection of an icon or the transfer of a character in the mode of game, and behavior switches, 134 and 135, to give instructions on the behavior of the character. In addition, an electrical circuit substrate containing a single-chip microcomputer and various electronic components shown in Figure 2, which will be described later, is accommodated in the housing 11. In addition, on the rear side housing 11 a hook is formed to hold the pedometer in the user's belt, or something similar, to join the body, in the same way as in conventional pedometers. In Figure 2, a block diagram of an electrical circuit substrate incorporated in the pedometer 10 is shown. An EC circuit includes a single chip, 20 microcomputer. The single chip microcomputer 20 is comprised of a core. CPU, 21, a read-only memory (ROM) 22, and a random access memory (RAM) 23. The ROM 22 stores the following programs in a mode that can not be reviewed. These programs include, for example, a program for displaying the clock, a program for generating an alarm, a program for calculating and displaying the number of steps, the accumulation of the number of steps, a game program for viewing images based on diverse information, including the present tense, the number of steps, the cumulative number of steps, s imi lares. The game program contains, for example, data of the characters shown in Figures 5, 6 and 8, where each is displayed in the game mode, a program whose flow of operation diagrams are shown in Figures 7. , 9 and 10, to control the display of those character images. In addition, the game program can be a program for varying the displayed images that represent the state of the game, independently of the present time or the number of steps. For example, a program for a mini-game is also possible, such as the game of a coin machine or a game to guess fortune. The RAM 23 is used as a working memory register to temporarily store various data that are required when the pedometer 10 is used as a clock, pedometer or game machine. The details of the RAM 23 will be described later with reference to Figure 3. To the CPU core, 21, one of the switches or buttons 131 to 135, included in the control section 13, and a vibration detector are connected to each other. 24. In addition, a hardware reset switch 25 is connected to the core of the CPU 21, as required, in order for the user to initially clean (cold reset) the RAM 23 and display the RAM 26 when it starts to use the Pedometer 10. The core of the CPU 21 performs the processing according to the programs in response to the input from the switches and the vibration detector 24, and subsequently generates the display data to vary the images that are displayed on the LCD 12. The display data processed by the CPU 21 is emitted to the display RAM, 26, so that they are stored temporarily, and then they are fed through an LCD controller 27, so that the LCD 12 is vi performed. Next, the core function of the CPU 21 is specifically described. The core of the CPU 21 clocks a present time according to each program stored in the ROM 22, and also obtains the number of steps counting the output of the vibration detector 24. The core of the CP 21 subsequently generates the display data to vary the images of the character displayed on the game display screen, 121, to represent a predetermined state of the game, based on the present time data and / or the data of the Note that the state of the game represented by the images of the character is referred to hereinafter as the "status of the display." In the case where the status of the display varies based on the count value of the counter or the number of steps, 23b (Figure 3), the user can perform a desired visualization state by shaking the pedometer 10 with the hand to cause vibrations to increase, therefore, the counted On the other hand, in the case where the display state varies based on an integration counter 23c (Figure 3), because the user can not always carry the count value, unprtable or random variations of the state of display; which means that variations that depend on undefined factors can be acquired, which are effective for a game. That is, the counting value of the integration counter 23c can be used in place of the random number data c the ROM that generate random number data for the game. The information based on one or two of the following information modes is used as conditions factors that determine the variations of the state of the game display: information on the number of steps information on the integrated number of steps, and the present time information. As variations of display state that relate to the game, s think that the character or a virtual pet behaves makes movements and gestures according to time. These behaviors or gestures can be, for example, "getting up", "brushing teeth", "eating", "walking", "running", "studying", "playing ball", "sleeping", and the like. The character or the virtual pet is a living thing, like a person, a dog, a cat and the like, or an imaginary creature, like a monster. It is possible to reinforce the characteristics of the game by varying the state of character display, so that the user can call it as the user's other self, or a pet. In addition, it is possible to adjust the behavior of the character corresponding to a schedule for a day of the user, to vary the behavior pattern, based on the information of the number of steps or on the information of the integrated number of steps. With reference to Figure 3, a memory map of the work RAM 23 and the display RAM 26 is described. The work RAM 23 includes a counter area, 231, and a registration area 232. The area of the counter, 231, uses a plurality of registers as counters, where the area includes, for example, a clock counter, 23a, to time the present time, the number of steps counter, 23b, and the integration counter 23c. The clock counter, 23a, clocks the present time based on a reference clock 28. The counter of the number of steps, 23b, is reset by the operation of the user, by pressing the reset button 131, and counts the number of steps after of the readjustment counting the pulses provided by the vibration detector 24. The integration counter 23c integrates or accumulates the number of steps taken from the start of use of the pedometer 10 to the present, thus obtaining the integrated value of the number of steps . The integrated or accumulated value is used in all values, or partial values, when data is required to control the game. More preferably, the counter area 231 includes a watt counter (game counter), 23d, to increase its count value by one each time the step number counter 23b, or the integration counter, 23c, increases its counting value at a predetermined value (for example, twenty steps). The count value of the watt counter (game counter), 23d, is used as a pair value to play a minigame value that can be given to the character as a reward in order to satisfy the character. For example, when electricity or energy is provided with a gift, the unit of the counting value is called "watt"). The registration area 232 is composed of a plurality of registers, which include, for example, a record of alarm time, 23e, and a backup record, 23f, and, in addition, a record of the number of the game played, 23g, as required. The time register of the alarm 23e is also used to store the time setting of the alarm. The backup record, 23f, is also used to store and maintain the information of the number of steps of a day, for twenty-four hours, the next day, in case of controlling the game with the information of the number of steps of the previous day (po example, in the case of producing a Vi ual i zation such that the virtual pet is still tired when the number of walks taken the previous day is large). The display RAM 26 has a storage area corresponding to the number of points in the columns rows of the LCD 12. With reference to Figure 4, the vibration detector 24 is described. The vibration detector 24 includes u substrate 240, a pendulum 241, and a wire switch 242. The pendulum 241 has an elongated spring 243, fixed to the substrate in such a way that the spring 243 can swing in a direction substantially perpendicular to the main plane of the substrate 240. The pendulum 241 further has a magnet 244, fixed on the spring-free end 240, and which is capable of a reciprocal movement in the same direction in which the spring 243 is tilted. A wire switch, 242, is provided in the position toward which the magnet 244 moves, near the substrate 240. Each time a vibration is added to the meter 10, when the user uses the pedometer As the result, the wire switch 242 is connected / disconnected by the magnetism of the magnet 244. In this way, a pulse is generated for each step. 5 and 6, an example of the character image displayed according to the visualization of the state of the game in the pedometer 10 is described. The figures show particularly the case that a person who is the user's imaginary friend, and s It behaves according to the lifestyle of the user one day. However, the virtual character or pet does not restrict the above, but it can be an animal such as a dog and a cat, or a monster, a ready creature, imi lares. In Figure 5, the images of the character of the game or of the virtual pet that correspond to each of the display states from morning to night are shown. The image represents the game character, or virtual pet, that wakes up in the "morning"; the image Ib, represents the character of the game, virtual pet, which "brushes" the teeth; - the image represents the character of the game, virtual pet, which "chews" breakfast;
the figures Id and Idl represent the character of the game, or virtual pet, which "studies" and which exercises saying "one, two, three, four", respectively, and the image Id represents the character of the game, or virtual pet, that "chews" lunch In Figure 6, the images of the character of the game, or virtual pet, that correspond to each state of display from afternoon to night are shown. The image If, Ifl and If2, represent the character of the game, or virtual pet, that plays the guitar, swims, and plays ball-foot, respectively. The Ig image represents that the character of the game, or the virtual pet, "chews" the dinner; the images Ih, Ihl and Ih2 represent that the character of the game, or the virtual pet, watches TV, plays with a remote control car, and operates a computer, respectively. - the images Ii and Iil represent that the character of the game, or the virtual pet, takes a shower and bathes, respectively; and - the image Ij represents that the character of the game, or the virtual pet, sleeps. With reference to Figure 7, a main operation performed by the pedometer 10, according to the present invention, is described. To start the operation of pedometer 10, the user first places a battery inside it. In step 1, the images of the icons 124, 125 126, described with reference to Figure 1, are displayed on the LCD 12. At this time, the user selects the icon 124 by operating the address switch 133, selecting from this mode an input mode of the present time. Then, the user operates and address switch 133 and switches 134 and 13 to access the present time. In addition, the user can enter an alarm time, as necessary.
In step S2, a processing is performed before the counting operation of the number of steps, for example, by adjusting the introduction of the present time in the clock counter 23a, readjusting the counter of the number of steps 23b, and the like. In step S3, the step count processing is performed. That is, the processing increases the count of the number of steps 23b and the integration counter 23c, each time a pulse is input from the vibration detector. In step S4, the behavior or gestures of the character of the game, or virtual pet, which correspond to time based on the time information is displayed. Specifically, as shown in Figures and 6, the images or illustrations to visualize the patterns of behavior that the user is supposed to follow since he gets up in the morning, until he goes to bed, in the night, are visualized from sequentially in the corresponding time. Images, such as the following, are displayed in the display area of the game screen, 12, according to time; the image (Figure 5) of getting up at 6 a. m.; Image Ib (Figure 5), of brushing teeth; the picture (Figure 5) of taking breakfast; the Idl and Id2 images (Figure 5) of studying; the picture (Figure 5) of taking lunch; the If, Ifl and If2 images (Figure 6), of playing music; the Ig image (Figure 6), of dining; the images Ih, Ihl and Ih2 (Figure 6), of rest; the image of taking a shower Ii (Figure 6); and the Iil image (Figure 6), of bathing; and the Ij image (Figure 6) of sleeping; and similar. In addition to the above images, the present time clocked by the clock counter 23a is displayed in the display portion d of the clock 122 and the number of steps counted by the counter of the number of steps 23b is displayed in the display portion of the number. step, 123. In step S5, the control is performed to vary the character display state, based on the information of the number of steps. For example, during the time in which the image Id (Figure 5), of studying, s visualizes (from 9 a.m. to noon), in the case where the count value of the counter of the number of steps, 23b, is greater than or equal to the number of steps taken in daily life in a predetermined number, the image Id (Figure 5), of practicing sports, is visualized in place of the image Id of Figure 5. During the time in which the If image (Figure 6), d playing music, is displayed (from 1 pm to 6 pm), e the case in which the count value, of the step counter 23b, is greater than or equal to the number of steps that are given daily, by a predetermined number, the Ifl If2 image (Figure 6), of practicing sports, such as swimming and ball-foot, is visualized in place of the If image (Figur 6). Similarly, during the rest time (from 6:30 p.m. to 8 p.m.), depending on the number of steps, the Ih image (Figure 6) of watching TV is displayed.; the Ihl image (Figure 6) of playing with a radio controlled car; or the Ih2 image (Figure 6), d operate a personal computer. In the previous way, the image of the character is varied according to the time and the behavior or the gestures of the character, based on the amount of walks so that even a child finds it fun to walk to exercise by putting on the pedometer 10. In addition, It is possible to manufacture a pedometer capable of dealing with a child in use.
When the counting value of the integration counter 23c (ie, the cumulative number of steps) is used instead of the counting value of the number of steps counter, 23b (ie, the number of steps), as the information of the number of steps, which is a factor to vary the state of character display, if the user increases the count value by shaking the pedometer 10 by hand, without really walking, does not know the number of integrated steps (or the cumulative number of steps). steps) because the number is not always displayed. Therefore, the display state can be varied based on the data that have irregular or random properties. In order to reinforce the random properties when the display state varies based on the integrated number of steps, the result of the calculation can be used as a value added of a plurality of digits of the information of the integrated number of steps. Also, it may be interesting that the number of steps from the previous day is stored in the backup record, 23f, in advance; when the number of steps exceeds a given number, the time to display the image of getting up in the morning is delayed, or an image such as the yawning or tired character is visualized, as if he is still tired when he gets up.
In step S6, update processing of various parameters associated with character growth is performed. In the updating process, the program is adjusted so that it is different, based on the information of the passage of time or the information of the passage of the day and, in addition, depending on the ranges to which the accumulated number of steps belongs, making it possible, in this way, that the pedometer is more fun. In step S7, the time information is updated each time a unit of time elapses (for example, a second or a minute). Then, the operation from step S3 to S7 is repeated. A more detailed modality is described below. In Figure 8 there is shown an example of the game, according to another modality of the present invention. In this example, the image is varied according to the increment of the step number during the study time (from 9 a.m. to noon). For example, when there is little change in the number of steps in a given period (for example, five minutes), the same image is still displayed. Id, of study, in Figure 5. Whereas, when there is an increment equivalent to a walk , equivalent to the walking character image, image Id2 (Figure 8) of walking is displayed; or when there is an increase equivalent to the amount of exercise greater than walking, the Id3 image
(Figure 8), running, is displayed. Then, in the case where the increase in the number of steps is suspended, halfway through the time the image of the character running is displayed, which means that the user stops walking, the image Id4 is displayed (Figure 8), where stops and gasps to breathe.
In addition, in the case where there is no change in the number of steps during more than a given period, the image Id5 (Figure 8), the image of squatting in the corner of a room (or curved expression) is displayed, encouraging , in this way, the user to do more exercise. Figures 9 and 10 are flow charts to describe another embodiment of the pedometer of the present invention. The detailed operation of the pedometer 10 is described below, with reference to Figures 5, 6, and 8 to 10. After the user places a battery for the ignition, the core of the CPU 21 starts the next operation, based on the program stored in ROM
22. In the Sil stage, all areas in the work RAM
23 and in the display RAM 26, they are reset initially in response to the pressure of the hardware reset switch, 25, thereby preventing erroneous operation caused by undesired data stored in the areas before power-up. In step S12, an initial introduction screen or the icons are displayed, as shown in Figure 1. In step S13, the operation is in the waiting state until any data entry is made. At this time, when the user operates switches 131 to 135 to specify an input mode by operation of the keyboard, or by the designation of icons, the specification is judged in step S13 and the procedure proceeds to step S14. In step S14 it is judged whether the specification is for the clock setting, or not. When judged to be for clock setting, the information that is inputted by the operation of the keyboard is set in the clock counter, 23a, as a time present in step S15. On the other hand, when judging anything else, in step S16 it is judged whether the 'specification is for alarm setting, or not. When judged to be for setting the alarm, the information inputted by the operation of the keypad is set in the time register of the alarm, 23e, as a time of the alarm in step S17. When it is judged that it is not for the setting of the alarm, in the previous step, S16, then it is judged in the step S18 whether the reset button 131 is pressed (activated), or not. When it is judged that the reset button, 131, the counter count value of the number of steps is pressed, 23b is set in the backup register, 23f, in step S19 and then the number of steps counter, 23b , it is adjusted in stage S20. Instead of pressing the reset button 131, the user can adjust the counting value of the number of steps counter 23b, in the backup register, 23f, com is explained later, in detail, in step S37, at the end of the day (or at the beginning of a day, at midnight). On the other hand, when it is judged in step S18 that the reset button 131 is not pressed, in step S21 s it judges whether the specification is for the counting value display of the integration counter, 23c, or - or when it is judged positively, the cont value of the integration counter 23c, is displayed in the display portion of the number of steps, 123, during a given period, in step S22. After step S15 S17, S20 and S22, or after the specification s judged that it is not to display the integration counter count value 23c, in step S21, the procedure proceeds to step S23. In step S23, displayed on the game display screen 121, the image is related to time and depending on the information of number of steps, and the like (for example, any of the images a to Ij in the Figures 5 and 6), based on the present time and the count value, of the counter of the number of steps 23b (the number of steps) and / or the counting value of the integration counter 23c (the integrated value). In step S24, it is judged whether a vibration detection signal is emitted from the vibration detector 24. When judged in a positive manner, the count values, the number of steps counter 23b, and the integration counter 23c, are increased respectively (in one unit), in step S35. Whereas, when it is judged that no vibration is detected, it is judged, in step S26, whether the vibration detection signal is not emitted for more than a given period of time, or not. ^^ the case where it is judged that no hard vibration is detected. "For more than the period of time, the image for this case (for example, Id5 in Figure 8, for the period during 9 a.m. at noon) is visualized in step S27. In step S28, it is judged whether the number of changes in the: count count, the count of the number of steps 23b, by one unit of time (eg, five minutes) is greater than or equal to a given value equivalent to the image running. When it is judged WITHOUT sense that the user is walking, then the procedure proceeds to step S29.
In step S29, the walking image (for example, the image Id2 in Figure 8) is displayed. In step S30, it is judged whether the amount of change e the count value, of the counter of the number of steps 23b, is 0, or not. When judged negatively, the procedure returns to step S28, S29 and s30, again. When it is judged that the amount of change is 0, the process proceeds to step S34, described later. On the other hand, in the case where the amount of change is greater than or equal to the value given in step S28, the image showing this case (for example, the image Id3 in FIG. 8), is displayed in step S31. In step S32, then, it is judged whether the amount d change in the counting value, of the number counter steps 23b, is 0, or not. If the user is running, the number of changes is judged not to be 0, the procedure returns to step S28, S31 and S32, or another time. Whereas, if the user stops or stops running, due to fatigue, the amount of changes is judged to be 0. Therefore, it is detected that the state ends at which the number of changes in the count value is may or equal to the given value (ie, the running state). Then, the procedure proceeds to step S33.
In step S33, the character image tired and panting for breath (image Id4, in Figure 8) is displayed in a state after running. In step S34, it is judged whether the display state varies with the counting value of the integration counter 23c. When judged positively, the behavior or character gestures vary based on the counting value of the integration counter 23c, in step S35. In this way, the visualization status of the virtual pet is varied based on the number of steps or the integrated value. Therefore, the more interesting the varied image for the user, the more useful is the pedometer 10 to solve the lack of exercise of the user motivating and encouraging the user to do more exercise. In step S36, it is judged whether it is the end of a day (a m-: day night) or not. When it is not the end of the day, the procedure returns to step S23 and repeats the previous operation. When judged to be the end of the day, the procedure proceeds to step S37. In step S37, the information of the number of steps for the previous day, counted by the counter of the number of steps 23b, is stored temporarily in the backup register 23f. The information of the number of steps for the previous day is used to vary the time to wake up the next morning for the character and the expression of the character after rising (the expression of a tired face, gestures of a sore pi, and the like) , based on the fatigue of the carácte in the previous day. With reference to Figures 11, 12, 13 and 14, s immediately describes a pedometer with game mode, still in accordance with another embodiment of the present invention. Although the foregoing embodiments describe the case where the character behavior of the game, or virtual pet, is varied based on the number of steps information, the present invention is not limited to this display and can be applied to various visualizations of the game. game. For example, it is assumed here that the content of a known game is conventionally used and allowed to be played once during a given number of steps. According to this method, the pedometer with game mode also includes a third counter that counts the watts, as specifically described below. Figure 11 is a flow diagram similar to that of Figure 7, but three stages, S3a, S5 and S5b, are added thereto, with respect to watts. Specifically, step S3a, for the process of the watt count, and inserted between step S3 and S4; and step S5a, to judge the use of watts; and step S5b, for e character display control based on the watts used, are inserted between step S5 and step S6, in Figure 7. Because the operation is the same as the one already described with Figure 7, except for these steps S3a, S5a and S5b, inserted further, descriptions are made only for these added steps. In step S3a, the game counter, 23d, which functions as a watt counter, included in the area of the counter 132, increases its count value by one unit each time the number of steps, 23b, or the integration counter, 23c, increases its count value by a predetermined value (for example, twenty steps). The count value, from the j counter; .o (watt counter), 23d, is used as a value to play a minigame, a value that can be given character as a gift in order to satisfy the character. For example, when electricity or energy is provided as a gift, 'the unit of the counting value is referred to as "watt". In Figures 13A, 13B, 13C, 13D and 13E, examples of images showing that the virtual pet is satisfied with the given watts are shown. In step S5a, it is judged whether the user will use the watts obtained in step S3a for the gift or the minigame, or not. When judging NO, the procedure proceeds to step S6. However, when judging YES, the procedure proceeds to step S5b. In step S5b, the minigame becomes available or the character image of the game (that of the virtual pet) is displayed based on the consumed watts. Figure 12 is a flow diagram similar to that of Figure 10, but a subroutine, co with respect to watts, is added thereto. Specifically, step S40, which is a subroutine for the d watt count processing, is inserted between steps S25 and S28, in FIG. 10. The details of the S40 subroutine are described with reference to FIG. 14, below. In step S41, it is judged whether the count count value of the number of steps, 23b, is not less than the predetermined value, for example, twenty. If the procedure is judged, it proceeds to step S42, where a value of the watt counter is increased by one unit by each predetermined number of steps, which is twenty. On the other hand, when judging NO, the procedure advanced to step S43. In step S43, it is judged whether the user will use the watts obtained in step S42, or not. When judged NO, the procedure proceeds to step S28 of FIG. 12. However, when judging YES, the procedure proceeds to step S48.
In step S48 it is judged whether the watts should be used for the minigame, or not. When judging YES, the procedure proceeds to step S46. In step S46, the watt value corresponding to the minigame is subtracted from the count value of the watt counter, and the user enjoys the minigame. In step S48, it is judged whether the minigame results in the increase in watt value, or not. When judging "NO", the procedure proceeds to step S28 of Figure 12. On the other hand, when judging "YES", the procedure proceeds to step S47, where the value of the watt counter is increased as determined for the result of 1 - mini juego. Then, the procedure proceeds to step S28 of Figure 12. However, when judging "NO", in step S44, the procedure proceeds to step S48, where the user is judged to have given the virtual pet a watt as gift, or not. When judging "NO", the procedure advances to step S28 'of Figure 12. On the other hand, if judged "YES", the procedure advances to step S49, where the user determines how much he consumes the value of watts as present. In step S50, according to the value of consumed watts given to the virtual pet, the image of the pleased virtual pet is displayed.
In step S51, friendship with the virtual pet is increased according to the watts consumed. In step S52, the watts consumed are subtracted from the count value of the watt meter, and then the procedure proceeds to step S28 of Figure 12. A registration number of the played game, 23g, is provided in the registration area. 232. Then, in the house where the user uses the pedometer 10 to count the number of steps, the registration number of the game played, 23g, stores the incremented value by one unit each time the count value of the number counter step 23b, is incremented by the given number (500). When the user selects a game mode with an icon after walking or exercising, in response to the pressure of the game start switch, 132, s activates the operation of the game. Then, the image for the game is displayed and varies according to the operation of switches 131 to 135 by the user, while the game registration number played, 23g, stores the value of one, or more. Therefore, the information of the step number is used to allow playing the game, which leads the user to achieve more exercise in order to ensure the number to play the game. Therefore, it is possible to avoid the problem that the user only plays the game without exercising.
In addition to the above, information on the number of steps, or information on the integrated number of steps, can be used as information on the processing of the game in various ways. Therefore, it is possible to carry out a pedometer that can be used with fun even if the user is a child. While the invention has been described in detail, the foregoing description is illustrative in all respects and is not restrictive. It is understood that various modifications and variations may be envisioned, without departing from the scope of the invention. It is noted that, in relation to this date, the best method known by the applicant to carry out the aforementioned invention is the conventional one for the manufacture of the objects or substances to which it refers. Having described the invention as above, the content of the following is claimed as property.
Claims (11)
- CLAIMS 1. A pedometer with game mode, which was used together with a part of the body of a user, to visualize the number of steps according to a walk taken by the user, where the pedometer with game mode is characterized in that it comprises : - means to detect vibrations, to detect a vibration created by the user's walk; - counting means, for counting at least one signal d output of the means to detect vibrations, to obtain the number of steps; means for displaying the number of steps, for displaying a counting value of the counting means as information on the number of steps; - means of displaying characters, p - ~ displaying a character for a game; and character display control means for controlling the display status of the displayed character in the character display means so that the state varied based on at least the counting value of the counting means.
- 2. The pedometer with game mode, according to claim 1, characterized in that the means for controlling the character display include: - means for generating variation data of the character display, to generate data to vary the display state of character, for the game; and - means for providing modification data, to provide data that adds a different modification to the character display state performed by the means for generating the data that serve to vary the state of character display, based on the count value of the means of counting.
- 3. The pedometer with game mode, according to claim 1, characterized in that the means for controlling the display of the character include: - means for generating the variation data and display of the character, for generating the data that vary the display state of character for the game; and - means for supplying modification data, to provide data that adds a different modification to the character display state that is effected by the means generating the variation data of the character display, using the counting value of the counting means as random data.
- 4. The pedometer with game mode, according to claim 2, characterized in that it also comprises means for generating data, for generating data of time, where the means that supply modification data vary the state of character display, based on the time data and the counting value of the counting means.
- 5. The pedometer with game mode, according to claim 1, characterized in that the means that generate the variation data of the character display include: storage means of the game program, for storing programs capable of displaying a character for a plurality of games; processing means for executing a program selected from among the programs for displaying the character, for the plurality of games stored in the media storing the game program; and means for selecting the program, for selecting any of the programs from among a plurality of game programs stored in the storage media of the game program, based on the counting value of the counting means.
- 6. The pedometer with game mode, in accordance with the rei indication 1, characterized in that, in addition, it comprises a reset switch, to readjust the information of the number of steps by the operation of the user, where: the means of counting include first means of counting and second counting means; - the first counting means readjusts its counting value in response to the operation of the reset switch, and counts the output of the vibration sensing means, which is subsequently received, to obtain the number of steps; the means for displaying the number of steps display the counting value of the first counting means; the second counting means cumulatively count the output of the vibration detecting means, to obtain an accumulated value of the number d pas; and the character display control means controls the display status of the character displayed on the character display means, so that the state varies based on the count value of the second counting means.
- 7. The pedometer with game mode, according to claim 1, characterized in that it also comprises a reset switch for readjusting the information of the number of steps by means of the operation by the user; - where the counting means include a first counting means and a third counting means, for counting the output of the vibration detection means, to obtain the number of steps; - the first counting means readjusts its count value in response to the operation of the reset switch, then counts the output of the vibration detecting means that is received from the moment, to obtain the number of steps, and makes the display means of the number of steps display count value; the third counting means increase their counting value each time the counting value, of the first counting means, increments to a predetermined value; and - the character display means are for viewing a virtual pet and are capable of varying the representation of the virtual pet according to a plurality of patterns; - the pedometer with game mode also comprises a controller of the control switch, to select and enter the desired data of the counting value, to be given as a gift to the virtual mascot within the value counted by the third counting means; wherein - the character display control means, controls an expression of the virtual pet visualized by the character display means, so that the expression varies based on the data of the selected count value, entered and provided by the operation of the control switch.
- 8. A pedometer with game mode, which was used attached to a part of the user's body to visualize the number of steps, according to a walk taken by the user, where the pedometer with game mode e- * -characterized because it comprises: means of detecting vibrations, to detect a vibration, created by the user's walk; counting means, for counting at least one output d of the means for detecting vibrations, to obtain the number of steps; - means for displaying the number of steps, for displaying a counting value of the counting means as information of the number of steps; - means of visualization of the character, to visualize a virtual pet for a game; and - means for controlling the display of the character, for controlling the behavior status of the virtual mascot that is displayed in the character display means, so that the state varies, based on at least one count value in at least the counting value of the counting means.
- 9. The pedometer with game mode, in accordance with claim 6, characterized in that, furthermore, it comprises means for generating time data, which generates time data, wherein - the display control means of the card controls a first display state for to make the virtual pet behave according to time, co based on the time data and a second state of visualization to make the virtual pet behave based on the count value, of the means of counting, in a way different from the one that behaves according to time.
- 10. The pedometer with game mode, according to claim 6, characterized in that it also comprises a reset switch for readjusting the information of the number of steps, by the user operation, where the counting means include first counting means and second means of counting; - the first counting means readjust their count value in response to the operation of the reset switch, and count the output of the vibration detection means, which is received from that moment, to obtain the number of steps; the means for displaying the number of steps display the counting value of the first counting means; the second counting means count, cumulatively, the output of the vibration sensing means to obtain an accumulated value of the number d steps; and - the display control means of the character controls the state of display of the displayed character in the character display means so that the state varies based on the value d counting of the second counting means.
- 11. A pedometer with game mode, which is used together with a part of the user's body, to visualize the number of steps, according to a walk taken by the user, where the pedometer with game mode is characterized because it comprises: vibration detection, to detect a vibration created by the user's walk; counting means, for counting an output of the vibration detection means, to obtain the number of steps; means for displaying the number of steps, for displaying a count value, of the counting means, such as information on the number of steps; means of character display, to visualize a character for a game; a control switch for the operation of the game; and character display control means, for controlling a display state of the character displayed on the character display means, so that the state varies; wherein the character display control means include: means for generating variation data of the character display, for, when the game start instructions are received with the control switch operation, generating data to vary the display state of the character for the game vary the display status according to the operation of the control switch; and - means for counting the number of times the game can be played, provided it is detected that the count value of the counting means is greater than or equal to a given value, to allow playing the game, then reduce the number for play the game, for each of the instructions that start the game, and activate, in this way, the development of the game within the number of times the game can be played.
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP287967/1997 | 1997-10-03 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| MXPA98008160A true MXPA98008160A (en) | 2000-02-02 |
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