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WO2024153347A1 - Dispositif de génération de stimulation musculaire pendant l'exécution d'un exercice physique et procédé associé - Google Patents

Dispositif de génération de stimulation musculaire pendant l'exécution d'un exercice physique et procédé associé Download PDF

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Publication number
WO2024153347A1
WO2024153347A1 PCT/EP2023/051454 EP2023051454W WO2024153347A1 WO 2024153347 A1 WO2024153347 A1 WO 2024153347A1 EP 2023051454 W EP2023051454 W EP 2023051454W WO 2024153347 A1 WO2024153347 A1 WO 2024153347A1
Authority
WO
WIPO (PCT)
Prior art keywords
physical exercise
performance
generating
virtual environment
stimuli during
Prior art date
Application number
PCT/EP2023/051454
Other languages
English (en)
Inventor
Jose FUERTES PEÑA
Original Assignee
Boreal Technology & Investments
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Boreal Technology & Investments filed Critical Boreal Technology & Investments
Priority to PCT/EP2023/051454 priority Critical patent/WO2024153347A1/fr
Publication of WO2024153347A1 publication Critical patent/WO2024153347A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/212Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61NELECTROTHERAPY; MAGNETOTHERAPY; RADIATION THERAPY; ULTRASOUND THERAPY
    • A61N1/00Electrotherapy; Circuits therefor
    • A61N1/02Details
    • A61N1/04Electrodes
    • A61N1/0404Electrodes for external use
    • A61N1/0408Use-related aspects
    • A61N1/0452Specially adapted for transcutaneous muscle stimulation [TMS]
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61NELECTROTHERAPY; MAGNETOTHERAPY; RADIATION THERAPY; ULTRASOUND THERAPY
    • A61N1/00Electrotherapy; Circuits therefor
    • A61N1/02Details
    • A61N1/04Electrodes
    • A61N1/0404Electrodes for external use
    • A61N1/0472Structure-related aspects
    • A61N1/0484Garment electrodes worn by the patient
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61NELECTROTHERAPY; MAGNETOTHERAPY; RADIATION THERAPY; ULTRASOUND THERAPY
    • A61N1/00Electrotherapy; Circuits therefor
    • A61N1/18Applying electric currents by contact electrodes
    • A61N1/32Applying electric currents by contact electrodes alternating or intermittent currents
    • A61N1/36Applying electric currents by contact electrodes alternating or intermittent currents for stimulation
    • A61N1/36003Applying electric currents by contact electrodes alternating or intermittent currents for stimulation of motor muscles, e.g. for walking assistance
    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61NELECTROTHERAPY; MAGNETOTHERAPY; RADIATION THERAPY; ULTRASOUND THERAPY
    • A61N1/00Electrotherapy; Circuits therefor
    • A61N1/18Applying electric currents by contact electrodes
    • A61N1/32Applying electric currents by contact electrodes alternating or intermittent currents
    • A61N1/36Applying electric currents by contact electrodes alternating or intermittent currents for stimulation
    • A61N1/36014External stimulators, e.g. with patch electrodes
    • A61N1/3603Control systems
    • A61N1/36031Control systems using physiological parameters for adjustment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/327Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/816Athletics, e.g. track-and-field sports

Definitions

  • the system of the invention disclosed herein allows the user to perform physical exercises at home using a wireless electrostimulation system.
  • the system consists of a wearable device, a jacket and pants on which a series of electrodes have been strategically placed so that each of the covered muscles can be electrically stimulated by pulses generated by a control unit.
  • the electrodes can be applied together with a conductive solution or a layer of conductive gel for quick and easy fixation on the user's skin, providing a better electrical conductivity.
  • the invention relates to the technical scope of wearable devices and more particularly to wearable electronic devices that generate muscle electrostimulation.
  • the object of the invention is directed to a wearable device which provides physical feedback to a user from an application for exercising at home.
  • Haptic devices were, and still are, primarily mechanical based vibrating devices which generate a vibration by means of an electrically powered motor. These devices do not provide a real sensation of the situation that is occurring in the video game, as the haptic motor only stimulates the external part of the body. Therefore, any deeper action cannot be simulated correctly, i.e., a stab in the stomach requires a deeper perception than an external vibration or a pulse in the abdominal area, which can also be a punch or a low kick in the video game.
  • patent application EP3023867A2 discloses a method for interactive physiological and technological synchronization of a user with a virtual environment. It includes taking biometric and/or kinematic parameters from the user, transferring the biometric and/or kinematic parameters from the user to an application program, generating feedback signals in the application program, transmitting the feedback signals to a computing device, processing the feedback signals, and delivering feedback pulses that invoke physical sensations in the user's nervous system through contact with the user's skin. The feedback pulses are delivered using electrical pulses.
  • EP2291115B1 discloses a wearable device and a system for electrical stimulation of a body without manipulation; this device is primarily oriented to an application of Electrical Muscle Stimulation (EMS), also known as neuromuscular electrical stimulation (NMES) or electrostimulation of a user's body that is adjusted to a portion of the user's body and includes at least one electrode embedded in the wearable device that transfers a stimulating current to the user's body.
  • EMS Electrical Muscle Stimulation
  • NMES neuromuscular electrical stimulation
  • the device of document EP2291115B1 provides a connection point as an intermediate linkage between at least one electrode and a control unit configured to generate the stimulating current.
  • a detector is configured to detect if a change in a physical relationship between the connection point and the at least one electrode exceeds a predetermined threshold value, thereby enabling detection of improper use and tampering of the device.
  • the document US9293015B2 discloses a haptic drive circuit for an electrical muscle stimulation electrode having an input for receiving a haptic signal based on a haptic effect from a haptic effects processor.
  • the drive circuit of document US9293015B2 contains logic for generating a muscle stimulation electric current based on the haptic signal; thus, an electrode in contact with a user's skin receives the muscle stimulation electric current, causing a haptic effect by contraction and relaxation of the muscles near the electrode.
  • Document EP3182266A1 seeks to determine a haptic effect and to transmit a haptic signal associated with the haptic effect.
  • the system disclosed in document EP3182266A1 may also comprise a multifunction haptic output device configured to receive the haptic signal and emit the haptic effect; said multifunction haptic output device may, in turn, comprise a single haptic actuator.
  • document EP3711829B1 discloses a wearable gaming device that can produce sensations in a user wearing said wearable gaming device.
  • the sensations are produced by at least one pair of electrodes that generate electrical pulses associated with a sensation, namely a bullet entering the body through the chest and exiting through the back.
  • This requires two pairs of electrodes, which makes the device very bulky and requires a large amount of energy supplied by a battery, the size of which is also conditioned by this feature, since two pairs of electrodes are required per sensation.
  • Document EP1533678A1 describes a system that provides realistic physical feedback in a computer gaming environment may comprise a computing device for running a software program, the computing device having an interface for transmitting feedback signals generated by the software program, and a portable receiver capable of receiving the feedback signals from the computing device and actuators designed to introduce physical feedback sensations to a user's body and/or head using the user's skin as an interface.
  • the world of smart wearables also has its solutions such as the one provided by LIS20180081439A1 describing a portable Humaxi/Machine Haptic Interface (HHMI) that receives electrical activity from a user's muscles and nerves.
  • HHMI portable Humaxi/Machine Haptic Interface
  • An electrical signal that has characteristics based on the electrical activity received is determined.
  • the electrical signal is generated and applied to an object to cause an action that depends on the electrical activity received.
  • the object can be a biological component of the user, such as a muscle, another user, or a remotely located machine, such as a drone.
  • Exemplary uses include tremor mitigation, accelerated learning, cognitive therapy, remote robotics, drone and probe control and detection, virtual and augmented reality, strokes, brain and spinal cord rehabilitation, gaming, education, pain relief, entertainment, remote surgery, remote participation in and/or observation of an event such as a sporting event, biofeedback and remoteness.
  • Remoteness is the perception of a reality that occurs far away from the user.
  • the reality may be remote in time, location and/or physical form.
  • the reality may be consistent with the natural world, composed of an alternative fictional world, or a mixture of natural and fictional components.
  • US20130089844A1 describes a sports training system that can be used at home and that makes use of haptic systems, in this case, it describes a system and method for training a student to perform body movements.
  • a body movement multiple movement events are selected, each being associated with a particular body part.
  • the stimuli are programmed to occur at the same time as the visualization of the associated movement events, in order to induce better learning and practice of body movement.
  • Stimuli can be controlled in several ways during the visualization of the model example, or during subsequent visualization sessions: sessions in which user-perceptible sensory stimuli are suppressed to facilitate training; and sessions in which the student practices body movement.
  • the present invention details an electronic device generating electrical pulses intended to produce stimuli in certain muscles.
  • a first aspect of the present invention refers to a wearable device, preferably implemented in a garment that is equipped with a multitude of electrodes arranged so as to stimulate at least one muscle or groups of muscles in order to produce a sequence of electrically generated stimuli that represent certain physical exercises associated with multimedia content or playing of a video game.
  • the object of the invention can generate electrical muscle stimuli, it is primarily directed to physical exercise in the home, by electrically stimulating at least one muscle of said user.
  • control unit which generates a series of electrical pulses that are directed to the electrodes.
  • Such sensations are created by a control unit which may be provided with at least one H-bridge.
  • the respective output channels are connected to the H-bridge from which at least one electrical pulse is delivered to a particular muscle or muscle group associated with the exercise being performed.
  • the object of the invention provides any type of wave and even diverging from the pre-established waves known in the art, being able to generate signals without needing to fall within the known standards. That is, the control unit may generate biphasic quadrangular, preferably symmetric, waves producing pulse/s so the muscle can be stimulated without the need for repetitions within a wave, that is, by means of an asynchronous pulse train.
  • the invention can generate pulse trains in one or more muscles.
  • an asymmetric and multiform wave can be applied on each muscle where the pulse/s related to the sensation are received, with different depth and time, being able to create a more real sensation of exercise by being able to stimulate one or more muscles at the same time.
  • the object of the invention can generate different electrical pulses related to the respective physical sensations derived from physical exercise.
  • Such electrical pulses are respectively transmitted to the user in what is considered real time; this is a time window comprised below 50 ms from the occurrence of an event related to physical sensation in the virtual content (video game, VR, metaverse, virtual fitness training, etc.).
  • a pulse time of less than 50 ms is the time that is considered to be perceived by the user through the sense of touch as immediate between a triggering event such as what they are perceiving through other senses, for example, hearing or sight, and what they are feeling through their sense of touch.
  • Duration (ds) Total duration of the pulse train generation.
  • Acceleration ramp Duration from the first pulse to reach the maximum programmed intensity level.
  • Pulse width (us): Programmed time for positive and negative pulse width.
  • Intensity (mA) Intensity level of the programmed electrical pulse train.
  • Each configuration of these nine parameters together forms what we call a microsensation for physical exercise that is perceived by the user when receiving the associated electrical pulse.
  • the different exercise programs can be composed of one microsensation or combine several microsensations with various settings of the nine parameters to create more complex exercise programs.
  • These exercise program configurations are the ones that will be programmed into the aforementioned virtual content that the user will use (movie, video game, metaverse, VR, etc.). In real time, the user will perform the exercises with muscular electrostimulation in relation to what he/she will be seeing and hearing.
  • the wearable of the invention may comprise at least one sensor disposed in any part of the circuit being wired to the control unit or wirelessly connected; said sensor may capture data from the user's body, said data being relative to: movements, temperature, heart rate, blood pressure or any other related parameter that may be used by the control unit to modify the electrical pulses to be generated or perhaps sent to the devices providing or producing multimedia contents.
  • cable refers to a specific type of cable, this should be taken as an indication of the preferred type of cable used, but the object of the invention is operative regardless of the type of cable as long as it provides electrical conductivity and is suitable for transferring electrical pulses from the central unit to the electrodes.
  • conductive and/or “conductive” is used irrespectively referring to physical properties related to electrical conductivity o.
  • Figures 1 a-1 b Show respective views: back view (fig.1 a) and front view (fig.1 b) of the wearable device of the invention where the different elements that compose it can be appreciated.
  • a device (1 ) for generation of muscular stimuli being this a wearable device (1 ) presented as a garment (11 ) as depicted in Figures 1 a-1 b
  • the wearable device (1 ) of the invention may be a jumpsuit (11 ), a set of jacket and pants (11 ) or a jacket (11 ) and/or pants (11 ); provided with at least one pair of electrodes (2) connected, preferably by means of a cable, to a control unit (3).
  • said garments (11 ) may be interconnected by cable or wirelessly.
  • the cable comprises an outer electrically insulating structure (33), and a conductive elastic core comprising in turn an elastic structure covered with an electrical conductor layer configured to be electrically connected to a conductive layer of the electrode (2), which may be covered by an electrically conductive gel layer which may be a part of the electrode (2).
  • the electrode (2) does not comprise the electrically conductive gel layer; instead, a layer of conductive solution or gel may be applied to the skin before wearing the device (1 ) of the invention, since said device (1 ) may be defined in a preferred embodiment of the object of the invention, by the jacket and pants (11 ) or just the jacket (11 ) arranged such that the electrode (2) is in close contact with the skin compressing the body.
  • the core of the cable may comprise a series of elastic structures. They can be made of elastomer filaments capable of stretching 160% of its length at rest, covered with enameled copper wire thus defining the electrical conductor layer, preferably arranged in the form of zigzag to allow it to be stretched in conjunction with the elastomers so that the user has extreme comfort at the same time that the quality of the electrical signal sent does not suffer losses during the way to go through the wearable device (1 ), in a preferred embodiment of the invention an elastic cable with the following specification is preferred:
  • the conductive elastic core is covered by the outer electrically insulating structure, which may comprise textured polyamide wire/s and provides the structural function and to which an insulating additive might be added so that it does not allow the transmission of electric current.
  • the cable adapts to the body once sewn to the garment, preferably by means of an embroidery machine; hence, once the cable is fixed to the garment, it always remains in a fixed position in relation to the garment, but at the same time, the aforementioned structure of the cable provides the required elasticity in line with that of the material of which the garment is made, i.e. Lycra ®.
  • the elastic cable runs through the structure of the garment (11 ) from a connection of the control unit (3) to each of the electrodes (2) of the wearable device (1 ), preferably a plurality of pairs of electrodes (2) each pair of electrodes (2) being wired, in a preferred embodiment the cable may be attached to the control unit (3) by means of a pin, preferably magnetic -not depicted in the figures- of the control unit (3).
  • the cable is fed through each of the defined paths inside the garment so that the connection between the magnetic input of the control unit (3) and the electrodes (2) sewn to the jacket can be fully connected.
  • connection of the cable to the electrically conductive layer made of conductive black carbon will preferably occur by electrical contact of at last the conductor layer of the cable along the perimeter of said electrically conductive layer; hence the end of the cable is properly prepared so that it provides high conductivity.
  • the method of the invention provides, by means of the control unit (3), a set of training programs associated with it.
  • the user wears the wearable device (1 ) comprising the garment (11 ), the electrode pair (2) connected, preferably by means of the cable, to the control unit (3), while playing a training program involving one or more muscles.
  • said electrode (2) being arranged on the garment (11 ), stimulates at least one muscle of said user by means of electrical pulses generated by the pair of electrodes (2) attached to the garment (11 ), said muscle or muscle group stimulated being the one corresponding to those involved in the training program.
  • the control unit (3) comprises information of each electrode (2).
  • Said information comprises its position and the relative position of the electrode (2) in relation to the body of the user/users; therefore, which muscle or muscles are affected by each electrode (2) or pair of electrodes (2) being configured to generate an electric pulse commanded by the control unit (3) in response to an action occurred in the training program.
  • the control unit (3) generates a pulse or group of pulses, said pulse is transmitted through the cable - more specifically through the conductive elastic fibres composing the elastic structure coated with the conductive layer - reaching the muscle associated with the position of the electrode (2). It is stimulated in a specific way resulting in physical exercise produced by the action occurring from a training program in a multimedia content or a virtual environment perceived by the user carrying the device (1 ) of the invention.
  • control unit (3) of the wearable device (1 ) comprises a processing unit capable of generating different types of waves, the preferred ones being those quadrangular biphasic, and preferably symmetrical, waves that can be generated by the control unit (3).
  • control unit (3) may be provided with an H-shaped bridge associated respectively to at least one pair of output channels, in order to generate pulse/s that can be sent as stimuli to two or more muscles at the same time, making the physical exercises perceived by the user carrying the object of the invention as effective as possible.
  • this can be achieved by the fact that the object of the invention produces a wave which does not require adaptation to a preset frequency wave (periodicity).
  • the number of channels and bridges can be modified while maintaining the symmetry of the output channels.
  • each track comprises one or more pulses, preferably with identical wave characteristics that, properly ordered, form the pulse train.
  • I Intensity: 50%, 50%, 100%, 100%.
  • the physical exercise is sent to the four zones using the multiplexing system, feeling the exercise as if it were sent at the same time.
  • This sensation is dynamic in duration, it means, it is sent every 1 second to the device until the user stops shooting.
  • the stimuli is sent to the right forearm muscle and right biceps muscle using a multiplexity system.
  • the user feels this sensation in both muscle groups as if they were sent at the same time.
  • Each group has a different intensity level.
  • the sensation is dynamic in intensity and duration, meaning it is sent continuously from the virtual environment, updating the intensity depending on the chosen training program.
  • the user wears the device (1 ) generator of muscular electrostimulation comprising at least one pair of electrodes (2) connected to the control unit (3) which in turn has access to a generator apparatus of said virtual environment, to generate at least one electrical pulse by means of at least one pair of electrodes (2) in contact with the skin of a user depending on the physical exercise being carried out in the virtual environment.
  • the electrical pulse is associated with said event and is produced in a time span no longer than 5ms from the perception of said event by the user, who perceives the electrical pulse that is generated using quadrangular biphasic waves with a frequency between 1 HZ and 120 Hz, and a maximum intensity of 120 mA per channel.
  • the device (1 ) additionally comprises a sensor capable of detecting at least one of the following: heart rate, temperature and movement.
  • the electrical pulse varies in its parameters according to the function detected by said sensors.
  • the representation thereof may be shared by other users at the same time.
  • the virtual environment is shared by more than one user who are connected to it during the performance of said physical exercise to carry it out while wearing respective devices (1 ) for the generation of muscular stimuli during the performance of physical exercise.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Health & Medical Sciences (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Veterinary Medicine (AREA)
  • Public Health (AREA)
  • Nuclear Medicine, Radiotherapy & Molecular Imaging (AREA)
  • Radiology & Medical Imaging (AREA)
  • Animal Behavior & Ethology (AREA)
  • Biomedical Technology (AREA)
  • Biophysics (AREA)
  • Human Computer Interaction (AREA)
  • Heart & Thoracic Surgery (AREA)
  • Physiology (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Cardiology (AREA)
  • Electrotherapy Devices (AREA)

Abstract

La présente invention a pour objet de permettre à l'utilisateur d'exécuter des exercices physiques à domicile en utilisant un système d'électrostimulation. L'objet consiste en un dispositif à porter sur soi, une veste et un pantalon sur lesquelles une série d'électrodes ont été placées stratégiquement de sorte que chacun des muscles couverts peut être stimulé électriquement par des impulsions générées par une unité de commande. Les électrodes peuvent être appliquées conjointement avec une solution conductrice ou une couche de gel conducteur pour une fixation rapide et facile sur la peau de l'utilisateur, fournissant une meilleure conductivité électrique.
PCT/EP2023/051454 2023-01-20 2023-01-20 Dispositif de génération de stimulation musculaire pendant l'exécution d'un exercice physique et procédé associé WO2024153347A1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/EP2023/051454 WO2024153347A1 (fr) 2023-01-20 2023-01-20 Dispositif de génération de stimulation musculaire pendant l'exécution d'un exercice physique et procédé associé

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/EP2023/051454 WO2024153347A1 (fr) 2023-01-20 2023-01-20 Dispositif de génération de stimulation musculaire pendant l'exécution d'un exercice physique et procédé associé

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WO2024153347A1 true WO2024153347A1 (fr) 2024-07-25

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Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1533678A1 (fr) 2003-11-24 2005-05-25 Sony International (Europe) GmbH Voie de rétroaction physique pour un environnement ludique ou de loisirs
US20130089844A1 (en) 2011-10-07 2013-04-11 Ikkos, Llc Motion training using body stimulations
EP2291115B1 (fr) 2008-06-19 2013-09-25 Koninklijke Philips N.V. Dispositif portatif inaltérable et système destinés à la stimulation électrique d'un corps
US9293015B2 (en) 2013-09-09 2016-03-22 Immersion Corporation Electrical stimulation haptic feedback interface
EP3023867A2 (fr) 2013-07-15 2016-05-25 Marozau, Dzmitry Procédé de synchronisation interactive physiologique et technologique de l'utilisateur avec un milieu virtuel et accessoire vestimentaire prévu pour sa mise en oeuvre (et variantes)
EP3182266A1 (fr) 2015-12-18 2017-06-21 Immersion Corporation Système et procédé pour dispositifs de sortie haptiques multifonction
US20180081439A1 (en) 2015-04-14 2018-03-22 John James Daniels Wearable Electronic, Multi-Sensory, Human/Machine, Human/Human Interfaces
EP3711829A1 (fr) * 2019-11-04 2020-09-23 Boreal Technology & Investment S.L Dispositif de jeu portable et procédé associé
US20210381806A1 (en) * 2020-06-06 2021-12-09 Battelle Memorial Institute High-definition electrical stimulation for enhanced spatial awareness and target alignment in weapon aiming applications

Patent Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1533678A1 (fr) 2003-11-24 2005-05-25 Sony International (Europe) GmbH Voie de rétroaction physique pour un environnement ludique ou de loisirs
EP2291115B1 (fr) 2008-06-19 2013-09-25 Koninklijke Philips N.V. Dispositif portatif inaltérable et système destinés à la stimulation électrique d'un corps
US20130089844A1 (en) 2011-10-07 2013-04-11 Ikkos, Llc Motion training using body stimulations
EP3023867A2 (fr) 2013-07-15 2016-05-25 Marozau, Dzmitry Procédé de synchronisation interactive physiologique et technologique de l'utilisateur avec un milieu virtuel et accessoire vestimentaire prévu pour sa mise en oeuvre (et variantes)
US9293015B2 (en) 2013-09-09 2016-03-22 Immersion Corporation Electrical stimulation haptic feedback interface
US20180081439A1 (en) 2015-04-14 2018-03-22 John James Daniels Wearable Electronic, Multi-Sensory, Human/Machine, Human/Human Interfaces
EP3182266A1 (fr) 2015-12-18 2017-06-21 Immersion Corporation Système et procédé pour dispositifs de sortie haptiques multifonction
EP3711829A1 (fr) * 2019-11-04 2020-09-23 Boreal Technology & Investment S.L Dispositif de jeu portable et procédé associé
EP3711829B1 (fr) 2019-11-04 2022-01-05 Boreal Technology & Investment S.L Dispositif de jeu portable et procédé associé
US20210381806A1 (en) * 2020-06-06 2021-12-09 Battelle Memorial Institute High-definition electrical stimulation for enhanced spatial awareness and target alignment in weapon aiming applications

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