I’ve been looking to buy a new consumer grade EEG headset to replace my MindBand. While I like the form factor of the MindBand it’s limited to a single channel of EEG. There were murmurs of a 2 channel EEG at the time the headset was purchased, back in 2012, but I never managed to find where to purchase it, and it was possible the adverts were confusing the electrode count with the channel count. Continue reading Musing about the Muse’s Signal Quality→
Last month Ubisoft’s biofeedback based relaxation game O.zen was released* in France. Introduced back in 2010 at E3, as the Innergy, at a time when games for health were actively being pushed by the games industry e.g. Nintendo with the Wii Fit and EA with Sports Active. Sadly, the response to the O.zen was pretty lackluster, and not unsurprising given E3 is focused on mainstream games. After E3, there were no further news updates about the O.zen, at least none that I was aware of, and I assumed the project was dead until later on in 2013 when the Innergy was rebranded to O.zen and given a 2014 release date and 2015 when I came across a small-user study of the product. Continue reading Ubisoft’s O.zen is now available in France→
This is the third of three posts focusing on the SKEA, a Kegel exercise product I backed last year on Kickstarter. This post concerns unSKEA, an Android app I developed for the SKEA. The other posts in this series are: –
This is the second of three posts focusing on the SKEA, a Kegel exercise product I backed last year on Kickstarter.. This post concerns the design of a Kegel exercise programme. The other posts in this series are: –
This is the first of three posts focusing on the SKEA, a Kegel exercise product I backed last year on Kickstarter. This post concerns the history of the SKEA Kickstarter and the reverse engineering of the SKEA API. The other posts in this series are: –
I recently started learning how to develop games in Unity. After going through a couple of tutorials to familiarise myself with the tool I started work on integrating the Bluetooth sensors I have into my Unity projects. As Unity supports a C# based scripting language I thought it would be a relatively straightforward task to migrate my existing C# code from my Visual Studio projects. As probably to be expected migrating the code wasn’t as easy as I’d thought it be. Continue reading Supporting Bluetooth Devices in Unity→
This week I’m in Berlin visiting Bayer’s Grants 4 Apps health accelerator and checking out the mobile health start-ups in the area. Interesting to see that camera based pulse oximetry is proving very popular in this space.
Been spending some time with Cortrium, a wearable bio-sensor company I came across at Quantified Self Europe back in March, having fun checking out their tech and learning more about the business side of medical sensing. Very exciting stuff!
Nature recently published an article on a brain wave controlled gene switch. I’ve just finished reading the article and I fail to understand why the brain-computer interface (BCI) is a selling point. Continue reading Just add mind control→
I recently gave the augmented reality (AR) running game Zombies, Run! for Android a try. I’ve been meaning to give this game a go for a while, being a keen runner, a gamified experience involving zombies sounded right up my street. The game can be loosely described as an interactive radio play whereby you progress through the story by completing a series of running challenges.
Sadly my initial foray into this game was marred by poor instructions, an overloaded user interface and out of place in-game audio and its only now through sheer perseverance I’m starting to get to grips with the game. For those of you, like me, interested in mobile augmented experiences I’ve provided a few of my thoughts on playing the game below.
The First Boot
The first time you boot the game your presented with the following interface.