Archive for the ‘Bio’ Category

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Irish startup Galvanic has just launched a Kickstarter
to crowdsource funding a wireless stress biosensor
it’s calling PIP. PIP — which stands for ‘personal
input pod’ — is a Bluetooth biosensor that monitors
its user’s stress levels by measuring their galvanic
skin response (GSR) as they hold the PIP pinched between thumb and forefinger. GSR means skin
conductance — so basically how sweaty you’re
getting and therefore how nervous you’re feeling. PIP isn’t just a quantifiable self-tapping biosensor; it’s
been designed to work in conjunction with iOS and
Android phone and tablet apps to provide a
gamification element. The company has created three
games designed to be played using the PIP, which
utilises Bluetooth as its data transport tech. The user’s stress level is then incorporated into each
game as the core gameplay mechanic — with the
ultimate aim being to help the player learn what they
need to do to relax. It sounds a bit counterintuitive, since competitive
gaming can be synonymous with sweaty palms,
which is presumably why Galvanic’s project extends
to designing stress-busting games. It’s created three
games to be used in conjunction with the PIP — a
relaxing racing game, a seasonal mood game where players meditate on a wintery scene to turn it into
spring, and a more playful lie-detector multi-player
game — but it does also plan to launch an SDK in
future to get third party developers expanding the
PIP’s gaming ecosystem. With this initial handful of in-house games the PIP
can only be so interesting, but if Galvanic can
convince enough people to buy in to the gadget and
thus lure enough outside developers to join in, there’s
plenty of potential for other cool biosensing software
ideas. The price per PIP is $79 for a limited number of early bird Kickstarter backers, or $99 thereafter.
Presumably each new PIP-compatible game may
also carry a consumer price-tag. Galvanic is gunning for $100,000 in Kickstarter
funding, with the money to be used for finalising
manufacturing and readying its own apps. Assuming
it hits this rather ambitious funding goal, the company
reckons it can gear up for mass production by the end
of 2013, and expects to be shipping in Q1 2014. In future it said it plans to expand platform support
beyond Android and iOS, to add Windows Phone,
Blackberry, Windows, MacOS and also game
Consoles and set-top boxes.