Sense.Play
Biofeedback Console
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Sense.Play

Use cases

The data shows that people who are depressed don’t want to use self-improvement apps (only about 3% will complete a regimen in these apps).

At the same time, people with severe depression still play games as much as people who aren’t experiencing depression. So gaming is a promising avenue for introducing mental health interventions.

Group Biofeedback

A group can use Senseplay for sharing physical space or holding an online meeting. A sense play zoom meeting can become more interactive and alive with input in the form of biofeedback data.

Neurogaming

Essentially the ability for a game to have a subconscious two-way “conversation” with a player via a sensory input device (such as a heart rate sensor, emotion responsive technology, or a neurofeedback instrument).

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Expressive Fashion

Enabling new generation of bio-wear made accessible using sensplay SDK to translate the emotional indices into jewellary to bridge the gap in communication.

Learning ~ Productivity

A group can use Senseplay for sharing physical space or holding an online meeting. A sense play zoom meeting can become more interactive and alive with input in the form of biofeedback data.

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Multimedia Artforms

Expression of biosignals as generative art, capturing dynamics of signals into melodies and visual arts for encoding in the blockchain as NFT. Save your unique moments in your life as NFT story by listening and experiencing you in a different way.

Events ~ Festivals

Sense Play makes the immersive sensory experience in physical spaces even more interactive. The group meditations can use senseplay to enable synchronisation between biofeedback data from various audience members for generative music and heart coherence metrics.

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BIOFEEDBACK

Console

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