MULTIPLAYER SOCIAL EXERCISE GAME METHOD AND SYSTEM WITH VARIOUS TYPES OF EXERCISES OR EQUIPMENTS
First Claim
1. An exercise game system, comprising:
- a plurality of game clients to transmit, over a network, exercise intensity information in which exercise intensities of a plurality of players performing various types of exercises are measured; and
a game server to drive an exercise game by receiving exercise intensity information of the respective players from the game clients over the network, and by determining a motion of a game object to be displayed on a game screen based on exercise intensity information that is balanced according to a predetermined balancing rule about at least one element of exercise intensity, a change rate, and a duration time according to different types of exercises,wherein the game screen is represented to be capable of recognizing the motion of the game object that is affected by adjusting the intensity of exercise performed by the players.
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Abstract
An exercise game system of the present invention includes a plurality of game clients and a game server. The game clients transmit over a network, exercise intensity information in which exercise intensities of the players performing various types of exercises are measured. The game server drives an exercise game by receiving exercise intensity information of the respective players from the game clients over the network, and by determining a motion of a game object to be displayed on a game screen based on exercise intensity information that is balanced according to a predetermined balancing rule about at least one element of exercise intensity, a change rate, and a duration time according to different types of exercises. In this instance, the game screen is represented to be capable of recognizing the motion of the game object that is affected by adjusting the intensity of exercise performed by the players.
19 Citations
20 Claims
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1. An exercise game system, comprising:
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a plurality of game clients to transmit, over a network, exercise intensity information in which exercise intensities of a plurality of players performing various types of exercises are measured; and a game server to drive an exercise game by receiving exercise intensity information of the respective players from the game clients over the network, and by determining a motion of a game object to be displayed on a game screen based on exercise intensity information that is balanced according to a predetermined balancing rule about at least one element of exercise intensity, a change rate, and a duration time according to different types of exercises, wherein the game screen is represented to be capable of recognizing the motion of the game object that is affected by adjusting the intensity of exercise performed by the players. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A game server, comprising:
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a network interface to receive, over a network, exercise intensity information in which exercise intensities of a plurality of players performing various types of exercises are measured; a balancing unit to generate balanced exercise intensity information according to a predetermined balancing rule about at least one element of exercise intensity, a change rate, and a duration time according to different types of exercises; a mathematical modeling unit to determine a motion of a game object to be displayed on a game screen based on the balanced exercise intensity information; and a game processing unit to configure the game screen according to the determined motion of the game object.
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14. A method of driving an exercise game, comprising:
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receiving, over a network, exercise intensity information in which exercise intensities of a plurality of players performing various types of exercises are measured; balancing the exercise intensity information according to a predetermined balancing rule about at least one element of exercise intensity, a change rate, and a duration time according to different types of exercises; determining a motion of a game object to be displayed on a game screen based on the balanced exercise intensity information; and generating the game screen by reflecting the determined motion of the game object, wherein the game screen is represented to be capable of recognizing the motion of the game object that is affected by adjusting the intensity of exercise performed by the players. - View Dependent Claims (15, 16, 17, 18)
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19. A method of driving an exercise game, comprising:
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receiving, over a network, exercise intensity information in which exercise intensities of a plurality of players performing various types of exercises are measured; normalizing the exercise intensity information to the same scale using a difference between the minimum exercise intensity and the maximum exercise intensity that are empirically obtained according to the different types of exercises; providing the balanced exercise intensity information by normalizing a temporal change rate of the exercise intensity information to the same scale using the maximum value, the minimum value, or the average value of exercise intensity change rates that are empirically obtained according to the different types of exercises, and by reflecting the normalized exercise intensity change rate to the normalized exercise intensity information; accumulating the excessive quantity of exercise according to the different types of exercises to thereby provide balanced exercise intensity information for driving the game object, instead of providing exercise intensity information in response to a player exercising, temporarily during a period of time corresponding to the accumulated excessive quantity of exercise when the player selects a mode; determining a motion of a game object to be displayed on a game screen based on the balanced exercise intensity information; and generating the game screen by reflecting the determined motion of the game object, wherein the game screen is represented to be capable of recognizing the motion of the game object that is affected by adjusting the intensity of exercise performed by the players. - View Dependent Claims (20)
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Specification