Breath synchronisation device
A portable breath synchronization device addresses the challenge of synchronizing user breath with predefined patterns by using tactile interaction detection and biofeedback, enhancing stress relief and overall well-being.
Patent Information
- Application Number
- PCT/GB2024/052154
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-06-05
- Filing Date
- 2024-08-15
- Publication Date
- 2025-02-20
AI Technical Summary
Existing breath synchronization devices lack intuitive and effective methods to synchronize user breath with predefined patterns, particularly in stressful situations, and do not provide real-time biofeedback to ensure synchronization.
A portable, wearable device that detects user tactile interactions and synchronizes them with predefined breath patterns, providing biofeedback signals through haptic or tactile means to ensure synchronization with stress reduction patterns.
The device effectively helps users synchronize their breath with predefined patterns, providing real-time biofeedback to enhance stress relief, focus, and overall well-being by promoting resonant breathing.
Smart Images

Figure GB2024052154_20022025_PF_FP_ABST
Abstract
Description
[0001] BREATH SYNCHRONISATION DEVICE
[0002] BACKGROUND OF THE INVENTION
[0003] 1. Field of the Invention
[0004] The field of the invention relates to a breath synchronisation device, such as a device that enables a user to effectively and intuitively synchronise their breath to a predefined breath rate or pattern (e.g. a 'resonance frequency' typically between 4.5- 6.5 breaths per minute) for stress relief, focus, attention, performance, re-energising, mindfulness or meditative practice and enhanced overall well-being.
[0005] A portion of the disclosure of this patent document contains material, which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
[0006] 2. Description of the Prior Art
[0007] Portable devices, such as smartphones, smart watches, and AR / VR headsets are ubiquitous and powerful platforms that can be programmed to operate as breath synchronisation devices, typically showing a dynamic and engaging pattern that alters in a way that coincides with a predefined breathing pattern. For example, a breath pattern could be defined by a 4 second inhalation, a 4 second breath hold, a 4 second exhalation and a 4 second exhalation hold; this is an example of a resonant breath pattern. The user interface on the device could be a multi-petalled pattern that expands for 4 seconds, stays fully expanded for 4 seconds, contracts to a small, bright cloud over 4 seconds, stays as that small bright cloud for 4 seconds, and then starts afresh that cycle. A haptic signal can be provided that accompanies e.g. the inhalation phase. Reference may be made to US 11033708B2 which describes in more detail one such device. Resonance frequency breathing, often termed as "resonant breathing," refers to a specific breathing rate at which heart rate variability (HRV) and baroreflex sensitivity (a system that helps regulate blood pressure) are optimized. At this frequency, there's a balance and synchronization between the two branches of the autonomic nervous system: the sympathetic (often thought of as "fight or flight") and the parasympathetic (often thought of as "rest and digest").
[0008] SUMMARY OF THE INVENTION
[0009] An aspect of the invention is a portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern (e.g. a resonant breath pattern) and (iii) to provide a signal depending on whether the tactile interaction is synchronised with the predefined breath pattern.
[0010] Another aspect of the invention is a portable (e.g. wearable or hand-held) device that includes (i) a section that is movable (e.g. rotatable) by a user's finger (a 'tactile interaction') and (ii) a timer or sensor that detects movement (e.g. rotation) of the section and (iii) a detection circuit configured to detect if the movement is synchronised with a predefined breath pattern.
[0011] Another aspect of the invention is a portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect the user’s breathing and (iii) provide a biofeedback signal that alters when the user’s breath is measured or inferred as matching a breathing pattern that has been preselected by the user.
[0012] Another aspect of the invention is a portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect signals associated with stress and (iii) provide a biofeedback signal that alters when the user’s stress signals fall below a stress threshold.
[0013] Another aspect of the invention is a portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect signals associated with stress and / or breathing and (iii) provide a tactile, non-visual biofeedback signal that alters when the user’s stress signals fall below a stress threshold and / or the user's breathing pattern conforms to a predefined breath pattern associated with stress reduction, such as a resonant breath pattern.
[0014] Another aspect of the invention is a portable device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern adapted to the user’s health condition; (iii) to provide a signal depending on whether the tactile interaction is synchronised with the predefined breath pattern; and (iv) to monitor the user’s interaction data.
[0015] Another aspect of the invention is a portable device as defined above that is employed as an anchoring tool during Neuro-Linguistic Programming (NLP) sessions to assist a user achieve a desired emotional state, and in which the device is configured to generate a stimulus, such as a physical, tactile stimulus in response to user input or a predefined trigger.
[0016] Another aspect of the invention is a portable (e.g. wearable or hand-held) device that includes a sound generation module configured to dynamically adjust the spatial positioning of audio sources to deliver a 3D immersive auditory experience to a user that is automatically altered in dependence on a tactile interaction by the user with the device, a user’s bio-signal or a user’s breath pattern.
[0017] Another aspect of the invention is a portable (e.g. wearable or hand-held) device that includes a sound generation module configured to deliver an audio stimuli in which the audio stimuli is adjusted in real-time based on the user’s detected breath pattern or based on a measurement of one or more bio-signals from the user.
[0018] Another aspect of the invention is an application for a portable device as defined above.
[0019] Another aspect of the invention is a method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above.
[0020] BRIEF DESCRIPTION OF THE FIGURES
[0021] Aspects of the invention will now be described, by way of example(s), with reference to the following Figures, which each show features of devices that implement the invention and related applications:
[0022] Figure 1 shows a side view of the device configured to receive or detect a user’s tactile interaction.
[0023] Figure 2 shows a perspective view of the device configured to receive or detect a user’s tactile interaction.
[0024] Figure 3 shows a perspective view of the device configured to receive or detect a user’s tactile interaction.
[0025] Figure 4 shows a side view of a fidget device.
[0026] Figure 5 shows a front view of a fidget device.
[0027] Figure 6 shows a back view of a fidget device.
[0028] Figure 7 shows a side view of a fidget device with the internal components of the device shown.
[0029] Figure 8 shows a back view of a fidget device.
[0030] Figure 9 shows the fidget device attached to a wristband.
[0031] Figure 10 shows the fidget device attached to a wristband, with a battery offset to the side and that slides into a pocket and clips onto the wristband.
[0032] Figure 11 shows the fidget device attached to a wristband, with a circular push-in vertically clip detail 111.
[0033] Figure 12 shows a diagram of the portable device with several device usage modes.
[0034] Figure 13 shows a user holding the fidget device with a strap still attached onto one side of the device.
[0035] Figure 14 shows examples of HRV plots over time.
[0036] Figure 15 shows a screenshot of an app interface display.
[0037] Figure 16 shows a screenshot of an app interface display.
[0038] Figure 17 shows a screenshot of an app interface display.
[0039] Figure 18 shows a screenshot of an app interface display.
[0040] Figure 19 shows a screenshot of an app interface display.
[0041] Figure 20 shows a screenshot of an app interface display.
[0042] Figure 21 shows a screenshot of an app interface display. Figure 22 shows a screenshot of an app interface display.
[0043] Figure 23 shows a screenshot of an app interface display.
[0044] Figure 24 shows a screenshot of an app interface display. Figure 25 shows a screenshot of an app interface display.
[0045] Figure 26 shows a screenshot of an app interface display.
[0046] Figure 27 shows a screenshot of an app interface display.
[0047] Figure 28 shows a screenshot of an app interface display.
[0048] Figure 29 shows a screenshot of an app interface display. Figure 30 shows a screenshot of an app interface display.
[0049] Figure 31 shows a screenshot of an app interface display.
[0050] Figure 32 shows a screenshot of an app interface display.
[0051] Figure 33 shows a screenshot of an app interface display.
[0052] Figure 34 shows a screenshot of an app interface display.
[0053] DETAILED DESCRIPTION
[0054] Figures 1-3 show a device 11 that implements various features of the invention and that is configured to receive or detect a user’s tactile interaction. In this specific implementation, the device is a ‘fidget device’ 11, namely "a kinaesthetic stimulatory tool" or "a tactile manipulation tool." where the term "kinaesthetic" relates to movement, especially of the hands or body, while "stimulatory" and "tactile manipulation" refer to the sensory and motor stimulation these devices provide.
[0055] The fidget device is configured to be discreet and to be easily held in one hand between fingers. The fidget device is configured to help user synchronise their breathing and physical movement in stressful situations to help alleviate stress.
[0056] The device includes a fixed member 12 and a spinning member 13, with the spinning member 13 being configured to be spinnable relative to the fixed member 12 using a user’s finger (an example of ‘tactile interaction’). The spinning member 13 is generally circular, with a diameter approximately between 27 mm and 40 mm. Several magnets 14 are housed in the top spinning component. The spacing between magnets may be designed to match other features of the device, such as the spacing of rotary beads located on or attached to the outside surface of the device, with the spacing between magnets designed to match rotary bead spacing. In this example, the spinning member houses 6 magnets 14.
[0057] The fixed member 12 also includes several other magnets, such as 2 magnets 15. The magnets 15 in or mounted onto the fixed member 12 or attached to the fixed member 12 will cause the spinning member 13 to jump from one magnet to another magnet as the user rotates the spinning member 13. This action provides a satisfying “click” at each index point, in which an index point refers to the position or stopping point in the rotation of the spinning member 13. Each index refers to a specific location where the magnet’s force causes the spinning member 13 to stop or jump, providing tactile feedback which can also be perceived as a “click”. This gives a sense of control to the user as they interact with the device. The device also includes one or more magnetic sensors, such as a Hall Effect sensor. As the magnets pass over the Hall Effect sensor, it detects an increment which is recorded by a microcontroller housed in the device. The fidget device 11 includes a shielded ball bearing 16, a vibration motor 17, such as linear resonant actuator (LRA) and a rechargeable battery 18, such as a 45mAh battery. The PCB 19 includes a microcontroller, charging circuit, Bluetooth module, Hall Effect sensor and haptic motor controller. The Bluetooth module allows the device to communicate with a connected device (e.g. a smartphone with related application) and can also be used to re-program the breathing exercises on the device.
[0058] The fidget device 11 further includes other sensors, such as a heart rate, respiratory rate and / or skin conductor sensor.
[0059] The fidget device 11 includes electrical contact elements protruding from the housing, such as pogo pins 20, and configured for charging the device or data transfer or PCB programming. The pogo pins can support various charging protocols such as USB-C or micro-USB or any other charging standards.
[0060] The device synchronises breathwork and interactive tactile stimulation to anchor the user in the moment and enable stress mastery. By anchoring a user in the moment: awareness can be raised, and attention can be focused on the present moment. As an example, the device can be used in any moments of stress or anxiety.
[0061] The tactile interaction can be synchronised with a predefined breath pattern and the device is configured to provide a signal to make the user aware of that synchronisation. As the spinning member 13 rotates, the fidget device 11 provides tactile or haptic feedback. Once the hall effect sensor and microcontroller have indicated that the user has initiated a session, the haptic vibration motor starts to pulse in a predefined increment, such as in a 1 second increment.
[0062] A number of vibration levels may also be utilised. For example, a “nominal” one that matches the vibration level of a magnet click and an “alert” level that indicates a change in breath direction.
[0063] The “nominal” level may be selected so that the user will not feel the vibration if they are indexing the device perfectly in synchronicity. Here indexing means that the user rotates the spinning member in a manner that matches the predefined breath pattern. As an example, a user might breathe in while rotating the dial in one direction for a count of 6 seconds aiming to match this time until the haptic signal stops. The user may then breathe out while continuing to rotate the dial in the same direction for another 6 seconds, again aiming for the haptic signal to stop which would indicate perfect synchronisation with the breath pattern. As described above, when the spinning member 13 includes magnets, and the alignment with the predefined positions set by the magnets produces a click or haptic feedback when rotating the spinning member 13. By timing the clicks with their breath, a user can ensure its breath pattern matches the device’s guidance. If done correctly, the user will not feel the “nominal” vibration level, indicating synchronisation with the predefined breath pattern. The “alert” vibration level, on the other hand, will be felt distinctly and will serve to notify the user of a change in breath direction. The haptic feedback enables users to keep track of their breath timing without having to constantly check the device or any other interface display, making it a very intuitive experience.
[0064] The device may use different vibration levels to signal that a user is in sync with their breath pattern or if they need to adjust their breath pattern. For example, in 6 seconds in, 6 seconds out breathing pattern, the vibration would be 5x nominal vibrations followed by a lx alert vibration at Is increments.
[0065] Scientists are finding that a particular frequency of breath - at around six exhalations a minute - can be especially restorative, triggering a “relaxation response” in the brain and body. Those slow, deep breaths set off a cascade of physiological responses that accelerate your descent into a more complete state of relaxation. This frequency of breaths appears to bring about markedly greater relaxation through a positive feedback loop between the lungs, the heart and the brain. This frequency can be found in the repetitive actions of many spiritual practices - such as the Ave Marias spoken in rosary prayers and the chanting of yogic mantras.
[0066] A breath pattern includes a sequence of inhalation, exhalation and / or holding breath phases. Example breathing modes are:
[0067] 1) 6 seconds in, 6 seconds out.
[0068] 2) Box breath - 4 seconds in, hold 4 seconds, 4 seconds out, hold 4 seconds. 3) Pranayama breathing - 4 seconds in, hold 7 seconds, 8 seconds out.
[0069] Figures 4-6 provide diagrams illustrating another fidget device 11 configuration. The device has an overall dimension of approximately 38.5mm x 53mm x 21 mm. Figure 4 provides a side view of the fidget device 11, with dimensions shown in mm. The spinning member 13 includes some tactile features to enhance the tactile interaction with the device. The device includes a curved section 41 designed to conform to the shape of the user’s hand or finger or fingers. Figure 5 provides a front view of the fidget device 11. The device includes an on / off switch 51, such as button or capacitive switch, that is easily accessible on the housing. Figure 6 provides a back view of the fidget device 11. On the back of the device, electrical contact elements protruding from the housing are provided, such as pogo pins 20. 2 pogo pins may be used for charging and 2 for data transfer / PCB programming.
[0070] Figure 7 provides a side view of the fidget device 11 and shows the internal components of the device. The spinning member 13 includes 8 magnets 71. The fixed member 12 includes a main PCB 72. The curved section of the device where user holds (thereby providing good contact with a finger) also houses an additional PCB or sensor PCB 73. A sensor module 74 is integrated into the sensor PCB, such as an integrated pulse oximetry and hear-rate monitor (e.g. Analog Devices MAX30101). Figure 8 provides a back view of the device with the pogo pins 20 and the sensor module 74 located behind a lens 81. Electrodermal activity (EDA) sensor electrodes 82 are also positioned on either side of the sensor module. The device therefore measures heart rate features and EDA features from the finger of the user.
[0071] The fidget device 11 can be worn on wrist between uses and can be discreetly removed to perform the breathing exercises.
[0072] Figure 9 shows the fidget device 11 attached to a wristband. A pinch clip detail 91 on the wristband is provided to be positioned on either side of the device. Using the pinch clip, the fidget device 11 can be easily removed from the wristband using a single one-handed pinch. Figure 10 also shows the fidget device 11 attached to a wristband, with a battery 101 offset to the side and that slides into a pocket and clips onto the wristband.
[0073] Figure 11 also shows the fidget device 11 attached to a wristband, with a circular push-in vertically clip detail 111.
[0074] Figure 12 shows a diagram with several device usage modes:
[0075] 1- Unclip one side and use device with strap still attached
[0076] 2- Fully remove device
[0077] 3- Use still in dock on wrist
[0078] 4- Slide strap off wrist without un-clipping
[0079] Figure 13 shows a user holding the fidget device 11 with a strap still attached onto one side of the device. The users heart rate (HR) or heart rate variability (HRV) are measured when the device is held in the strap on the wrist, like a normal smart watch. A standard smart-watch LED based heart rate sensor may be used. HRV is a good measure of how stressed an individual is. Low HRV means that the user’s fight or flight response has been activated, indicating stress. As the device is measuring the HRV before, during and after a breathing exercise session, the device will hopefully be able to show increased HRV (corresponding to a decrease in stress) after a breathing session.
[0080] Figure 14 provides examples of HRV plots as a function of time and illustrating an unvarying, high HRV 141, a stable, low resting heart rate 142, and a lower, volatile HRV 143.
[0081] Heart rate variability (HRV) is a varying degree of time between your heart and is a measure of the autonomic nervous system and the balance between our parasympathetic and sympathetic branches.
[0082] High HRV is associated with improved performance, high adaptability, improved cognition, as it indicates that the body is highly responsive to the environment. In contrast, low HRV can lead to a state of fight or flight, resulting in easily exhaustion, low adaptability and decreased cognition because either your sympathetic or parasympathetic system is inhibiting the other. Therefore, high HRV is often associated with higher stress resilience.
[0083] Other sensing capabilities may also include an electrodermal activity (EDA) sensor, which measures skin conductivity, and a peripheral callipary oxygen saturation (SPO2) sensor to measure respiratory rate. Generally, the device can detect any stress- related signal and can provide a stress-related score.
[0084] An EDA response is a tiny change in sweat levels of your skin, and more EDA responses tend to correspond with increased stress levels. The device will measure the EDA responses of the skin and notify the user that they are stressed and that they should use the device for a breathing exercise with a specific haptic buzz. The EDA may also be able to show that the breathing session helped reduce the users stress levels.
[0085] The SPO2 sensor can be used to track respiratory rate and therefore the synchronicity of users breathing and physical movement when performing a breathing exercise.
[0086] Both sensors are typically integrated into wrist worn smart watches that require a stationary user so adaptation to work accurately when the user is moving around may be needed. If they are, this will provide real time feedback that the device is working. If not, before and after data is still valuable.
[0087] Existing solutions that attempt to reduce stress levels don’t change unhealthy behaviours so new stressors often generate fight or flight repeatedly, creating a negative habit pattern. Additionally, existing solutions require users to often remove themselves from the stressful situation, and no ‘in-the-moment’ tools are available.
[0088] An application for analysing tactile interaction with the portable device may also be provided, with the app providing real-time feedback depending on whether the tactile interaction is synchronised with the predefined breath pattern.
[0089] Figures 15-34 provide screenshots that illustrates a connected app interface. As shown in Figure 15, a user may select a ‘begin practice’ menu or a ‘progress’ menu. When beginning a practice, the app enables the user to select a pre-programmed breath pattern, as shown in Figures 16 and 17. In this example the user is able to choose:
[0090] • a pre-defined breaths per minute, such as 6 or 5.5, with equal inhalation-to- exhalation ratio.
[0091] • a box breath pattern with sequences of 4 seconds in, hold 4 seconds, 4 seconds out, hold 4 seconds.
[0092] • a pranayama breath pattern, namely sequences of 4 seconds in, hold 7 seconds, 8 seconds out.
[0093] The app also empowers user to tailor their experience by creating custom breath patterns that align with their preferences and needs. Users may also input essential details within the app such as stress levels, relaxation goals, activity schedules, and other health-related habits, ensuring a holistic approach to stress management.
[0094] Figures 18-31 show screenshots of the app whilst the user is following a breath pattern sequence. The app displays a visual indicator such as a waveform signal that dynamically moves to guide the user through the programmed breath pattern. The app also simultaneously displays a real-time representation of the user’s respiration activity, such as a dynamic dot or waveform. When the dynamic dot aligns with the waveform signal, as shown in Figure 22, the user’s breath pattern matches the programmed breath pattern displayed. The app also displays a count at the bottom of the page that provides an indication on how to synchronise the tactile interaction with the preprogramed breath pattern.
[0095] Additionally, the app provides a comprehensive history of previous breathing sessions, allowing users to review their progress and trends over time. The app's progress page offers valuable insights, including usage frequency, sessions surpassing predefined health thresholds, and synchronicity levels. This information empowers users to gauge the effectiveness of their breathing practices and to coach themselves to achieve a targeted stress level. Figures 32-34 show examples of progress pages. Figures 32-33 display a monthly breakdown displaying several parameters, such as average practice length, average sync score, average starting HR, average ending HR and / or average HRV score. The progress page may highlight sessions that showed a particularly strong increase in HRV The progress page also shows frequency of usage by day and / or hour. Figure 34 displays parameters of a previous session corresponding to a specific day.
[0096] Because of the discrete and essentially purely tactile nature of some implementations (e.g. the fidget spinner), these implementations can be used 'in the moment' - namely whenever these benefits are sought, without the need to turn to look at a watch or smartphone etc. So, a person could be in a stressful situation, like giving a presentation or speech, or in a difficult meeting, and can discretely and immediately use the device, without anyone else noticing.
[0097] More generally, the devices or systems described enable a user to be more positive or present or in the moment. Being in the moment is also referred to as mindfulness and can have a positive impact on various negative health patterns and can also be used as a strategy to interrupt stressful thoughts or a stressful situation.
[0098] The devices or systems may therefore provide a new pathway for mobile anxiety intervention as a just-in-time intervention.
[0099] While the device described above have shown a fidget type device configuration. The device can be any portable or wearable device. For example, the portable device can be a watch (e.g., a smartwatch or wristwatch) and the tactile interaction is enabled by a rotatable bezel. In another example, the device can be a ring that the user touches with a fingertip.
[0100] Additionally, the device can also be integrated into any systems that offer some form of visual feedback and can therefore be incorporated into devices equipped with a display screen. For instance, the screen may display an expanding and contracting pattern used for breathing. Examples of devices include smartwatches, fitness trackers, connected apps for tracker rings, headsets, wristbands, bracelets, armbands, nose rings and more. Each of these devices can utilise their display to enhance user interaction and provide real-time feedback during use. In place of, or in addition to, haptic or tactile feedback, the device can also provide various other forms of feedback such as, but not limited to visual feedback, auditory feedback, olfactory feedback or thermal feedback.
[0101] Implementations of the invention are designed to deliver one or more of the following benefits from resonant breathing; these benefits are enhanced through the synergistic combination with tactile interaction.
[0102] The devices and systems may be used for one or more of the following:
[0103] Stress Reduction: Breathing at the resonance frequency can reduce the body’s stress response, leading to a feeling of calm.
[0104] Enhanced Emotional Regulation: Regular practice of resonance frequency breathing can improve one’s ability to regulate emotions and respond more adaptively to emotional challenges.
[0105] Improved Focus and Attention: The calming effect of resonance frequency breathing can help improve concentration and attention, especially in distracting or stressful situations.
[0106] Enhanced Well-being: Many people report a general sense of well-being and improved mood after practicing resonance frequency breathing.
[0107] Better Sleep: Resonance frequency breathing can promote relaxation, which may help individuals fall asleep faster and experience more restful sleep.
[0108] Performance: sports performance may be enhanced by optimising arousal levels.
[0109] Anxiety and Depression: Mindfulness-based interventions can help reduce symptoms of anxiety and depression.
[0110] Healthy Eating Habits: Incorporating mindful breathing can be valuable practice for reducing cravings and cultivating a healthier relationship with food and promoting better eating habits.
[0111] Chronic stress: Breath control techniques can promote a state of relaxation and calm. Stress-induced unhealthy coping behaviours - mindfulness-based interventions can help overcome cravings and urges that lead to unhealthy habits and / or addictions such as smoking. Such interventions can help break unhealthy habits and replace them with healthy ones. The devices or systems therefore serve as an effective tool for interrupting stressful thoughts or dealing with challenging situation and are also beneficial for a wide range of health patterns or conditions. Some examples are provided below.
[0112] The devices and systems can be used as a tool to help several health conditions such as:
[0113] • Anxiety disorder, such as Generalized Anxiety Disorder (GAD) or obsessive- compulsive disorder (OCD) or Post-Traumatic Stress Disorder (PTSD) or any other type of anxiety disorders. Using the methods defined above help alleviate some of the symptoms associated with anxiety disorders. By using the devices, users can reduce anxious thoughts and feelings.
[0114] • Neurodevelopment disorder such as Attention-Deficit / Hyperactivity Disorder (ADHD), autism spectrum disorder (ASD), Tourette syndrome, or any other type of neurodevelopment disorders. For example, by using the devices above, users can enhance focus and concentration which is helpful for individuals with ADHD.
[0115] • Neurodegenerative diseases, such as Parkinson’s.
[0116] • Diabetes, such as Type 2 diabetes. Using the devices above, users can make healthier lifestyle choices, can manage their stress better and / or can improve their focus or attention.
[0117] • Eating disorders such as anorexia or bulimia or overeating.
[0118] • Ischemic stroke, which occurs when there is a blockage or clot in one of the blood vessels (arteries) supplying blood to the brain. Proper breathing control can reduce a risk of stroke. In addition, the methods can also be used in the recovery process following a stroke or any other conditions.
[0119] • Addictions and bad habits - by using the devices, users can ride the craving wave and train the mind to break the cycle of urges that lead to unhealthy habits such as smoking, over-eating, alcohol and drug use. The devices can be used as an unhealthy-habits cessation tool.
[0120] The devices and systems may be therefore tailored depending on the intended application.
[0121] Examples of techniques for contributing to better stress management and overall health may include: Aromatherapy: using essential oil and plant extracts to enhance well-being by activating areas in your nose called smell receptors, which send messages through your nervous system to your brain. Aromatherapy can aid as a treatment for eating disorders and psychosomatic diseases.
[0122] The physiological sigh: longer exhalations can help to combat the fight- or- flight stress response and improve HRV and vagus nerve function, reducing stress and enhancing decision-making.
[0123] Music intervention: Music interventions are used for stress reduction in a variety of settings because of the positive effects of music listening on both physiological arousal (e.g., heart rate, blood pressure, and hormonal levels) and psychological stress experiences (e.g., restlessness, anxiety, and nervousness). Binaural beats are often used for reducing stress influencing heart rate, blood pressure and physiological stress, promoting relaxation, focus and creativity.
[0124] Fidgeting: relieves anxiety-induced energy by lowering cortisol levels.
[0125] Progressive muscle relaxation (PMR): deep relaxation technique based on tensing or tightening one muscle group at a time followed by a relaxation phase, can be used to control stress and anxiety, relieve insomnia, and reduce symptoms of certain types of chronic pain.
[0126] Vagal Toning: increasing your vagal tone activates the parasympathetic nervous system, and having higher vagal tone means that your body can relax faster after stress. Higher vagal tone equates higher HRV and higher stress resilience.
[0127] Multi-Sensory Experience: the device may provide a multi-sensory experience. In addition to the touch, sight and / or sound described, the device may also be configured to provide smell and / or taste. The device may therefore include a scent emission module configured to release scents, or a taste module configured to deliver a taste experience.
[0128] The multi-sensory experience may be triggered based on a specific detected event or a tactile interaction. The devices may also be programmed to learn and adapt to user preferences over time, thereby optimising the multi-sensory experience.
[0129] 6th sense of 'thought' Recent advancements in the field of brain-computer interfaces have made it possible to generate text from thoughts captured directly from brain activity, such as via implanted electrodes or sensors placed on the head.
[0130] The devices may therefore be integrated with a brain-computer interface for a wide range of applications, such as mind-wandering, past / future thinking, managing negative thoughts, addressing additive compulsions, among others.
[0131] Anchoring tool in neuroscience-linguistic (NLP) techniques
[0132] The device and system may also act as an anchoring tool in neuroscience-linguistic (NLP) techniques or other similar therapeutic practices for effective stress and anxiety relief.
[0133] “Anchoring" refers to a pivotal technique used in NLP and various therapeutic approaches. Anchoring involves creating a response in the human nervous system that is associated with specific stimuli, such as a tactile stimulation provided by the device. When a person is exposed to this stimulus under certain mental or emotional states, the response becomes associated with those states. Later, re-exposure to the stimulus can invoke the associated mental or emotional states, thereby providing a tool for individuals to manage their stress or anxiety. Research has shown that the brain forms neural connections based on repeated experiences and emotional associations. Anchoring exploits this neuroplasticity to create new neural pathways, linking the chosen trigger with the desired emotional state. As these connections strengthen with reinforcement, the trigger gains the power to evoke the associated emotion with remarkable precision.
[0134] Integration with data driven algorithms for mood assessment
[0135] Data driven algorithms that enable the determination of a user’s mood state may also be seamlessly integrated with the app.
[0136] The algorithm makes use of computer vision and machine learning techniques for analysing facial expression by tracking the movement of facial muscles. A dataset of facial expressions labelled with corresponding moods is used for training the model to learn the patterns and correlations between muscle movements and emotions. Once trained, the system can assess the mood of a user in real-time and classify them into different mood states. The system is trained to go beyond conventional classifications and can accommodate for deeper mood nuances, such as fear or grieving.
[0137] The application then offers a personalised daily quest, comprising tasks or games, that is tailored to the user’s specific mood state. For instance, the application may recommend users to “go and hug your pet” as a response to a mood indicative of fear.
[0138] The app simultaneously analyses the user’s breathing pattern and / or tactile interaction. Additionally, when a user starts a breathing session or interacts with the app, the app also tracks the user’s mood state. Based on the real-time determination of the user’s mood state, the app can provide dynamic haptic or tactile feedback to guide the user to follow a specific breath pattern.
[0139] Spatial Audio generative engine
[0140] The present invention introduces a portable device (wearable or handheld) connected with a mobile application that utilises a combination of responsive 3D spatial audio, acoustic effector stimulation (AES), and / or generative music incorporating auditory beat stimulation (ABS).
[0141] This combination is designed to guide users through breathing exercises, creating a focussed, calming, joyful experience for the user and encouraging proper technique adherence and enhanced experiential learning. The overall device plus app combination is designed to leverage the therapeutic potentials of sound to induce homeostasis, enhance physiological balance, and / or contribute to emotional wellbeing.
[0142] To build on the active engagement from the device, a guided Spatial audio experience is created. The addition of Spatial audio plays a crucial role in deepening the positive anchors being established thereby increasing the quality of experience and the outcomes our consumers achieve using their device.
[0143] Spatial audio: • enhances the immersion a consumer will feel, increasing the probability and speed that feelings of stress and anxiety will dissipate.
[0144] • delivers a radically more intimate experience than a traditional stereo experience.
[0145] • reduces the cognitive workload for consumers as sounds operate in a 3D space and are more easily processed while being more engaging.
[0146] • more easily blends into a consumer’s real -world context with sound that feels like it is part of the world around you, rather than an additional cognitive input.
[0147] The aim is to create a Spatial audio environment that will enable consumers to get energised and focussed or to be calm and relaxed depending on what the consumer chooses.
[0148] When coupled with a hand-held or portable device described above, the combination of the Spatial audio and the tactile feel and active movement of the device creates a cognitive pairing. When consumers are primed like this, overtime the physical device movement will support recall of the Spatial audio and help glide consumers to their goal.
[0149] While there are a growing number of experiences that use Spatial audio today and a variety of other acoustic techniques, irrespective of the quality of production, the experiences are limited in their ability to deliver meaningful experiences over time. Focus is now on creating a generative Spatial Audio experience where Artificial Intelligence is used to augment the Spatial Audio experience to work in synchronisation with consumers physical movement and biometrics. This allows us to adapt the experience and personalise it for each of our consumers supporting positive entrainment to deliver lasting positive memories.
[0150] Responsive 3D Spatial Audio and Acoustic Effector Stimulation:
[0151] The device is synchronised with an application that provides spatialised audio feedback, which is responsive to the device's interactions, enhancing the user's engagement and learning process.
[0152] The application employs responsive 3D spatial audio, delivering an immersive auditory experience that adapts to the user's interactions with the device. Acoustic effector stimulation (AES) is used to enrich the audio experience, providing a dynamic and engaging sound environment. AES is employed within the application to harness the energy qualities of symmetrically aligned sound wave propagation patterns, facilitating a therapeutic impact on the user's body. The immediate effects of AES on promoting homeostasis and enhancing healing processes are central to the device's design, providing a novel approach to wellbeing through sound, breath work and tactile interaction combined.
[0153] Generative Music and ABS Integration
[0154] The device may also include a sound generation module configured to deliver an audio stimuli. The audio stimuli can be adjusted in real-time based on the user’s detected breath pattern or based on a measurement of one or more bio-signals from the user.
[0155] Generative music within the app responds to the user's breathing and / or biometric sensor feedback and / or device interactions, promoting correct breathing practices and enhanced experiential training and learning.
[0156] The integration of ABS utilises low-frequency sound waves to encourage the brain's production of Theta waves, aiding in relaxation and stress relief.
[0157] Personalised challenges for users are generated in coordination with a connected physical scroll wheel motion controller.
[0158] Users engage with the experience using their scroll wheel motion controller. The controller shares speed, direction and biometric data from the heart rate sensor. Users engage with challenges, which are represented as patterns of haptic feedback, simulating motion friction, on the scroll wheel.
[0159] Audio cues are co-ordinated with the motion and reinforce the feedback of a user being out of synchronisation. As users get into synchronisation the feedback reduces, reinforcing a sense of free movement. Using generative technologies, the challenges will be adapted based on the real-time biometric and motion data and historic data from other challenge sessions. The adaptation will allow for the audio and physical experience to change based on an individual user’s speed and heart rate. This adaptation will ensure the experience feels more natural for users and is able to deliver increased impact in the way a consumer feels after completing a challenge session. The generative aspect further reduces the need for multiple variations of challenges to be created, stored and managed users.
[0160] Interactive Experience and Core Experience Engine:
[0161] The device provides haptic feedback in tandem with audio cues, with the user being challenged through levels of haptic and audio feedback to deepen the engagement and effectiveness of the exercises.
[0162] A core experience engine coordinates the device's tactile feedback with responsive spatialised audio, ensuring a cohesive and adaptive user experience. The core experience engine is designed to ensure that the spatialised audio feedback and haptic responses are synchronised, offering a challenging yet rewarding multi-sensory engagement.
[0163] An interactive experience where the user is engaged through progressively challenging levels of haptic and audio feedback, enhancing the learning and relaxation process.
[0164] Adaptive Training, Therapeutic Implications and Mental Health Benefits:
[0165] The adaptive training module adjusts the exercise difficulty based on user interaction, providing a personalised approach to tactile interaction and attention and breathing training.
[0166] This immersive, interactive training is designed to instil relaxation, reduce stress, and enhance mental well-being, leveraging the combined power of tactile and auditory feedback. The controlled projection of spatially coherent sound waves, as facilitated by the device, aligns with research suggesting the potential of sound to enhance healing, treat pathological conditions, and reverse trauma. The device and its application offer a proactive approach to maintaining and optimising cellular balance, potentially aiding in the prevention and treatment of conditions associated with stress, disease, and trauma.
[0167] APPENDIX A - KEY FEATURES
[0168] An implementation of the invention implements a number of Key Features, listed below. The following are Key Features implemented by the invention. Note that each Key Feature can be combined with one or more other Key Features or with one or more optional features. Note that each optional feature can also be a stand-alone feature.
[0169] Key Feature A: Synchronising tactile interaction with a predefined breath pattern
[0170] In one implementation, a user can have a tactile interaction with a portable or wearable device; this tactile interaction can be synchronised to a resonant breath pattern and when synchronisation occurs, then the user is made aware of that synchronisation, e.g. by a haptic signal, (or an absence of a signal) from the device. Note that a 'tactile interaction' involves the user touching the device with a fingertip in a specific manner, or pattern or shape, rather than merely passively receive haptic feedback; a more comprehensive list is provided below.
[0171] The device hence is a breath training device (e.g. training a user to reach a resonant breath pattern) that also supports tactile interaction; by combining breath training with tactile interaction, with some form of feedback to enable the user to synchronise the tactile interaction with the desired e.g. resonant breathing pattern, we have a synergistic combination of two processes.
[0172] We can generalise to:
[0173] A portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern (e.g. a resonant breath pattern) and (iii) to provide a signal depending on whether the tactile interaction is synchronised with the predefined breath pattern. A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above.
[0174] An application for analysing tactile interaction with a portable device, in which the portable device is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern (e.g. a resonant breath pattern), and in which the application provides real-time feedback depending on whether the tactile interaction is synchronised with the predefined breath pattern.
[0175] The application is running on the portable device or on a separate connected device.
[0176] Key Feature B: Jewellery format rotation device
[0177] One specific implementation is a small device which can be worn as a bracelet, locket, ring or other jewellery item. The device includes a circular portion that is rotatable by a user's finger (an example of a 'tactile interaction'); the device includes some form of timer or sensor that detects this finger induced movement; the device can detect if the movement is synchronised with a predefined breath pattern.
[0178] We can generalise to:
[0179] A portable (e.g. wearable or hand-held) device that includes (i) a section that is movable (e.g. rotatable) by a user's finger (a 'tactile interaction') and (ii) a timer or sensor that detects movement (e.g. rotation) of the section and (iii) a detection circuit configured to detect if the movement is synchronised with a predefined breath pattern.
[0180] A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above.
[0181] An application for analysing tactile interaction with a portable device, in which the portable device includes (i) a section that is movable (e.g. rotatable) by a user's finger (an example of a 'tactile interaction') and (ii) a timer or sensor that detects movement (e.g. rotation) of the section and (iii) a detection circuit configured to detect if the movement is synchronised with a predefined breath pattern, and in which the application provides real-time feedback depending on whether the tactile interaction is synchronised with the predefined breath pattern.
[0182] The application is running on the portable device or on a separate connected device.
[0183] Key Feature C - Synchronising tactile interaction with breath detection
[0184] In another implementation, the tactile interaction does not have to be synchronisable to a predefined breath pattern (unlike Key Feature A above): some forms of touch (perhaps continuous touch like many mudras - also an example of a 'tactile interaction') can also be valuable and contribute to stress relief, mindfulness or meditative practice. For example, a continuous, stationary touch to a single part of the device, that provides a haptic signal back to the fingertip e.g. on inhalation, is possible.
[0185] So in a smart watch implementation, the watch could display the standard, changing breath graphic but with a slow, pulsing haptic signal back to the crown, which the user touches gently with a fingertip, and that haptic signal is only triggered when their breath matches the selected breathing pattern (e.g. resonant breathing).
[0186] Or the device could be worn as a ring that the user touches gently with a fingertip; the ring detects the user’s breathing and provides a slow, pulsing haptic signal to that fingertip when the user’s breath matches the preselected breathing pattern.
[0187] We can generalise to:
[0188] A portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect the user’s breathing and (iii) provide a biofeedback signal that alters when the user’s breath is measured or inferred as matching a breathing pattern that has been preselected by the user. A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above.
[0189] An application for analysing tactile interaction with a portable device, in which the portable device is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect the user’s breathing, and in which the application provides real-time feedback that alters when the user’s breath is measured or inferred as matching a breathing pattern that has been preselected by the user).
[0190] The application is running on the portable device or on a separate connected device.
[0191] Key Feature D - System receives a user's tactile interaction and senses the user's stress
[0192] In the implementations described above, we have described breath-focussed devices. In this Key Feature D, we instead focus on stress-related signals: these can include non-resonant breathing, but can alternatively or additionally refer to heart rate, heart rate variability, skin conductance, respiratory rate or other biomarkers of stress.
[0193] We again have a device that can receive or detect a user's tactile interaction with the device, but now detect stress-related signals and provide a biofeedback signal that alters when the user’s stress signals fall below a stress threshold.
[0194] We can generalise to:
[0195] A portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect signals associated with stress and (iii) provide a biofeedback signal that alters when the user’s stress signals fall below a stress threshold.
[0196] A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above. An application for a portable device, in which the portable device is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect signals associated with stress, and in which the application provides real-time feedback that alters when the user’s stress signals fall below a stress threshold.
[0197] The application is running on the portable device or on a separate connected device.
[0198] Key Feature E - System is purely touch based
[0199] The implementations described above can be (but don't have to be) implemented in devices that provide some sort of visual feedback. Hence, they can all be implemented in devices that include some sort of display screen, e.g. to show an expanding and contracting pattern that is used for breath training; smart watches, fitness trackers, connected apps for tracker rings, headsets, wrist band, bracelet, armband, ear ring, nose ring etc are all examples of devices that can implement the above Key Features. The above Key Features can also all be implemented in a device that the user does not need to look at in order to use; these can hence be much more discrete - a user could use such a device in a meeting etc without anyone else being aware of what the user was doing. In this Key Feature E, we describe specifically a device that is entirely touch based.
[0200] We can generalise to:
[0201] A portable (e.g. wearable or hand-held) device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) to detect signals associated with stress and / or breathing and (iii) provide a tactile, non-visual biofeedback signal that alters when the user’s stress signals fall below a stress threshold and / or the user's breathing pattern conforms to a predefined breath pattern associated with stress reduction, such as a resonant breath pattern.
[0202] A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above. An application for analysing tactile interaction with a portable device, in which the portable device is configured to receive or detect a user’s tactile interaction with the device, and (ii) to detect signals associated with stress and / or breathing and, and in which the application provides provide a tactile, non-visual biofeedback signal that alters when the user’s stress signals fall below a stress threshold and / or the user's breathing pattern conforms to a predefined breath pattern associated with stress reduction, such as a resonant breath pattern.
[0203] The application is running on the portable device or on a separate connected device.
[0204] Key Feature F - Portable device provides tactile interaction tailored to the user's health condition
[0205] A portable device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern adapted to the user’s health condition; (iii) to provide a signal depending on whether the tactile interaction is synchronised with the predefined breath pattern; and (iv) to monitor the user’s interaction data.
[0206] A method for providing tactile interaction to a user that has been diagnosed with a specific condition, the method includes the step of:
[0207] (i) receiving or detecting a user’s tactile interaction with a device; the tactile interaction being synchronisable with a predefined breath pattern that adapts to the user’s health condition;
[0208] (ii) providing a signal depending on whether the tactile interaction is synchronised with the predefined breath pattern; and
[0209] (iii) monitoring the user’s interaction data.
[0210] Key Feature G - Anchoring tool in neuroscience-linguistic (NLP) techniques.
[0211] The device can provide sensory feedback that aids in grounding and focusing the user and can therefore be used to enhance the therapeutic efficacy of NLP interventions. By providing a physical, tactile stimulus, the device can be consistently used as an anchor. A connected app may also be used to guide the user on creating the initial anchor on first use of the device. We can generalise as follows:
[0212] A portable device as defined above that is employed as an anchoring tool during Neuro-Linguistic Programming (NLP) sessions to assist a user achieve a desired emotional state, and in which the device is configured to generate a stimulus, such as a physical, tactile stimulus in response to user input or a predefined trigger.
[0213] A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above.
[0214] Key Feature H - Device delivers a 3D immersive auditory experience
[0215] We can generalise as follows:
[0216] A portable (e.g. wearable or hand-held) device that includes a sound generation module configured to dynamically adjust the spatial positioning of audio sources to deliver a 3D immersive auditory experience to a user that is automatically altered in dependence on a tactile interaction by the user with the device, a user’s bio-signal or a user’s breath pattern.
[0217] A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above.
[0218] An application for a portable device, in which the portable device is configured includes a sound generation module configured to dynamically adjust the spatial positioning of audio sources to deliver a 3D immersive auditory experience to a user that is automatically altered in dependence on a tactile interaction by the user with the device, a user’s bio-signal or a user’s breath pattern; and in which the application provides real-time feedback based on the user’s interaction with the device or the detected physiological or psychological response in the user.
[0219] Key Feature I - Generative Music and ABS Integration:
[0220] We can generalise as follows:
[0221] A portable (e.g. wearable or hand-held) device that includes a sound generation module configured to deliver an audio stimuli in which the audio stimuli is adjusted in real-time based on the user’s detected breath pattern or based on a measurement of one or more bio-signals from the user.
[0222] A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined above.
[0223] An application for a portable device, in which the portable device includes a sound generation module configured to deliver an audio stimuli in which the audio stimuli is adjusted in real-time based on the user’s detected breath pattern or based on a measurement of one or more bio-signals from the user; and in which the application provides real-time feedback based on the user’s interaction with the device or the detected physiological or psychological response in the user.
[0224] Optional features may include one or more of the following:
[0225] Tactile interaction
[0226] When we describe tactile interaction in this document, tactile interaction may refer to tactile stimulation with voluntary movement (known as “active touch”) and without voluntary movement (known as “passive touch”).
[0227] • Tactile interaction involves the user touching the device with a fingertip or other part of the body (we'll refer to this as a 'fingertip' for simplicity) in a specific manner, or pattern or shape, rather than merely passively receive haptic feedback.
[0228] • Tactile interaction involves the user touching the device with a fingertip at a specific region of the device and leaving the fingertip at that region.
[0229] • Tactile interaction involves the user touching the device with a fingertip at a specific region of the device and tapping the fingertip at that region.
[0230] • Tactile interaction involves the user touching the device with a fingertip and then moving the fingertip in a specific shape, such as a circular motion or back and forth motion.
[0231] • Tactile interaction involves the user touching the device with a fingertip and then moving a part of the device.
[0232] • Tactile interaction involves the user touching the device with a fingertip and then moving a part of the device in a circular motion. • Tactile interaction is enabled by physical elements located on the portable device.
[0233] • Tactile interaction is enabled by displaying visual elements on a graphical user interface of the portable device.
[0234] • Tactile interaction is enabled by rotating a ratchet.
[0235] • Tactile interaction is enabled by rotating a bezel of a watch.
[0236] • Portable device is a fidget device including a spinning member, and tactile interaction is enabled by the rotation of the spinning member.
[0237] • Tactile interaction is detected using a sensor module including one or more of the following: electromagnetic sensor, such as hall effect, touch sensitive sensor or pressure sensor.
[0238] Respiration event is inputted by the user through the tactile interaction with the device
[0239] • Respiration event, such as inhalation, exhalation or breath held, is inputted by the user through the tactile interaction with the device.
[0240] Biofeedback subsystem
[0241] • Device includes a biofeedback subsystem that measures one or more bio-signals from the user and provides biofeedback data.
[0242] • Biofeedback subsystem is configured to detect or infer a user’s respiration event.
[0243] • Respiration event includes inhalation, exhalation or breath held.
[0244] • Biofeedback subsystem includes one or more of the following: heart rate sensor, respiratory rate sensor, such as Photoplethysmography (PPG) sensors, SPO2, skin conductor sensor, such as Electrodermal Activity Sensor (EDA) or cortisol sensor.
[0245] • Biofeedback subsystem is configured to measure or infer one or more of the user’s health related parameters, such as heart rate, HRV, stress level, respiratory rate or skin conductivity.
[0246] • Biofeedback subsystem is configured one or more of the user’s health related parameters at the start of each breathing session, during each breathing session and / or at the end of each breathing session.
[0247] • Biofeedback subsystem is configured to estimate or infer a stress level based on the measured bio-signals.
[0248] • Biofeedback data and interaction data are combined to provide an indication of synchronisation. Device measures heart rate variability and EDA features from the hand or finger or fingers of the user.
[0249] Heart rate sensor is positioned behind a lens to enhance heart rate measurements.
[0250] Tactile or haptic feedback
[0251] • Haptic or tactile feedback is based on an indication of synchronisation.
[0252] • Tactile or haptic feedback is based on an indication of progress relating to the synchronisation.
[0253] • Tactile or haptic feedback is configured to guide the user to achieve synchronisation.
[0254] • Tactile or haptic feedback is configured to guide the user to follow the predefined breath pattern.
[0255] • Tactile or haptic feedback indicates the detection of a physical movement.
[0256] • Tactile or haptic feedback indicates the detection of a respiration event.
[0257] • Tactile or haptic feedback indicates that synchronisation between breathing and tactile interaction is achieved.
[0258] • Lack of tactile or haptic feedback indicates that synchronisation between breathing and tactile interaction is achieved.
[0259] • Intensity of tactile or haptic feedback can be varied.
[0260] Breath pattern
[0261] • A visual user interface (on the device itself or a connected app) displays a dynamic representation of the predefined breath pattern.
[0262] • Breath pattern includes a sequence of inhalation, exhalation and / or holding breath phases.
[0263] • A breath pattern includes a breathing rate of a pre-defined breaths per minute, such as 6 or 5.5, with equal inhalation-to-exhalation ratio.
[0264] • A breath pattern includes a box breath pattern, namely sequences of 4 seconds in, hold 4 seconds, 4 seconds out, hold 4 seconds.
[0265] • A breath pattern includes a pranayama breath pattern, namely sequences of 4 seconds in, hold 7 seconds, 8 seconds out.
[0266] • Breath pattern can be programmed via wireless communication, such as Bluetooth. App
[0267] • Connected app is running on the portable device or the feedback device or on an external device.
[0268] • App displays a visual indicator that dynamically moves to guide the user through a predefined breath pattern and / or aid relaxation.
[0269] • App displays a visual indicator that pulsates / expands / contracts to guide the user through a predefined breath pattern and / or aid relaxation.
[0270] • App enables the user to program personalised breath pattern.
[0271] • App enables a user to input any of the following: stress level or relaxation level goal, activity schedules or any other health related habits.
[0272] • App enables a user to start / stop a breathing session.
[0273] • App provides real time feedback that enables a user to know if the system is working properly.
[0274] • App enables a user to review a history of previous breathing sessions.
[0275] • App captures a user’s real time respiratory rate (baseline, during active use and post-use)
[0276] • App provides a progress page that includes one or more of the following: frequency of usage, highlighted session that show health-related parameters above a specific threshold, synchronicity level.
[0277] • App generates sounds, such as white noise, to guide breathing and / or aid relaxation.
[0278] • App generates an interactive gaming experience, in which the gaming experience varies based on one or more of the following: detection of an event, synchronisation level or progress of the user relating to the synchronisation.
[0279] • App generates rewards, such as points or prizes based on achievement in the game.
[0280] • App is able unlock levels within the game for users based on their accumulated points or achievement.
[0281] • System uses a gamification engine that is trained on historical data generated by multiple devices and that is configured to generate specific rewards / prize for individual users.
[0282] • System includes a server that communicates with multiple devices and that manage user accounts, points or rewards. The portable device
[0283] • is a smartwatch
[0284] • is a headset, such as a VR / AR headset
[0285] • is a stress relief wearable
[0286] • is a breath training device
[0287] • is an attention or focus training device
[0288] • is a ring wearable on a finger or an ear ring or nose ring or anklet or wrist band.
[0289] • is combined with or connected to a speaker or headset providing sounds that are designed to contribute to stress relief, mindfulness or meditative practice.
[0290] • Sensor module is integrated along a wrist band, bracelet, watch strap, armband, anklet, ring, ear ring, nose ring.
[0291] Bezel rotation interaction
[0292] • Portable device is a watch (e.g., a smartwatch or wristwatch) and the tactile interaction is enabled by a rotatable bezel.
[0293] • Rotatable bezel is configured to rotate in a plurality of increments, both in clockwise and counter clockwise directions.
[0294] • Bezel is also configured to be rotatable and tiltable.
[0295] • The number of increments is user adjustable.
[0296] • Rotatable bezel includes markings or indicators to visually indicate the plurality of increments.
[0297] • Smartwatch displays visual cues in response to the rotation of the bezel.
[0298] • Smartwatch includes a sensor module that detects the speed and direction of rotation of the bezel.
[0299] • A first rotation or the bezel launches an app running on the portable device.
[0300] Fidget device
[0301] • The portable device is a 'fidget device'.
[0302] • Fidget device includes a housing and the spinning member is configured to be spinnable relative to the housing.
[0303] • Fidget device includes a sensor module including one or more magnetic sensors, such as hall effect sensors. • Spinning member includes spatially separated electromagnets that are configured to move relative to the hall effect sensor.
[0304] • Fidget device is configured to provide tactile or haptic feedback, as the spinning member rotates.
[0305] • Fidget device is configured to provide audio feedback, such as a click, as the spinning member rotates.
[0306] • Housing includes electromagnets configured to cause the spinning member to jump from one electromagnet to another, thereby providing an audible and / or silent ‘felt’ click.
[0307] • Spinning member is generally circular.
[0308] • Spinning member has a diameter that is approximately between 27mm and 32mm.
[0309] • Spinning member has a diameter that is less than 27 mm.
[0310] • Fidget device can be removed or attached to a wristband or ring using a single release mechanism such as a click or press action or a push button, or any other one-handed release mechanism.
[0311] • Fidget device can be removed or attached to only a single side of the wristband or ring using a single release mechanism such as a click or press action or a push button, or any other one-handed release mechanism.
[0312] • Fidget device is configured to be discreet and to be easily held in one hand between fingers.
[0313] • Fidget device includes a rechargeable battery.
[0314] • Fidget device includes a communication chip, such as a Bluetooth chip, to communicate wirelessly with connected app or devices.
[0315] Curved surface
[0316] • Device includes a curved section designed to conform to the shape of a user’s hand or finger or fingers during operation.
[0317] • One or more sensors are positioned or distributed across the curved section.
[0318] • Sensors are positioned on the curved section to facilitate interaction with the user via finger contact.
[0319] On / off button Device includes an on / off switch, such as button or capacitive switch, that is easily accessible on the housing.
[0320] Dimensions
[0321] • Device has an overall dimension of approximately 38.5mm x 53mm x 20 mm.
[0322] • Device has an overall diameter of approximately less than 40 mm.
[0323] • Device has an overall thickness of approximately less than 20 mm.
[0324] • Movable section has an overall diameter of approximately less than 40 mm.
[0325] • Moveable section has an overall thickness of less than 10 mm.
[0326] Charging / data transfer / PCB programming
[0327] • Device includes a printed circuit board housed within the housing.
[0328] • Device includes electrical contact elements protruding from the housing and configured for charging the device or data transfer or PCB programming.
[0329] • Electrical contact elements are arranged in a configuration of two pairs, two electrical contact elements being configured for charging the device and two electrical contact elements being configured for data transfer and PCB programming.
[0330] • Electrical contact elements support various charging protocols such as USB-C or micro-USB or any other charging standards.
[0331] Stress level or cognitive state
[0332] • System is configured to determine or assess a user’s stress level based on HRV or EDA measurements or a combination of HRV and EDA measurements.
[0333] • System is configured to determine or assess a user’s cognitive state parameter based on HRV or EDA measurements or a combination of HRV and EDA measurements.
[0334] • System tracks user metrics and / or interaction with the device and stores historical data from individual users.
[0335] • System generates recommendation based on detected high or low stress level and / or high or low cognitive state, using thresholds customised for individual users. Advice generation
[0336] • System includes an advice sub-system that automatically generates advice, based on data from the processing sub-system, to help the user alleviate stress.
[0337] • Advice sub-system that automatically generates advice, based on data from the processing sub-system, to help the user alleviate stress.
[0338] • System tracks time when a user starts a breathing session or interacts with the app and tracks the user’s stress level.
[0339] • System stores those parameters along with other related data, such as fitness data or schedule data.
[0340] • System tracks user health related parameters and stores parameters when a parameter is above a certain threshold.
[0341] • System is configured to track and learn a user’s stress pattern and to generate and display advice, based on those learnt patterns, to that user.
[0342] • System generates a predictive model of that user’s stress pattern and updates that predictive model based on a newly tracked parameter.
[0343] • Advice includes messages with content generated or selected to help the user maintain their heart rate variability (HRV) within a pre-defined target range.
[0344] • Advice includes recommendation such as start a specific breathing session, schedule a meditation session, take a break from activity, recommended activity, or reminder to take prescription medication.
[0345] Machine Learning (ML)
[0346] System uses a ML-based algorithm that is trained on training data sets generated by devices defined in any of the Key Features and used by multiple users.
[0347] Integration with other devices / apps
[0348] • System / device can be integrated with or use data from other devices, such as blood glucose monitor, activity tracker or smart watch.
[0349] • App is running on a connected device, and the app connects to other apps residing on the connected device, such as fitness app, schedule app or any other apps.
[0350] Device Structure and Application Integration: Device is synchronised with an application that provides spatialised audio feedback, which is responsive to the device's interactions, enhancing the user's engagement and learning process.
[0351] Health condition
[0352] • Health condition is one or more of the following: anxiety disorder, neurodevelopment disorder, neurodegenerative disorder, diabetes, eating disorder, stroke, postural tachycardia syndrome (POTS), premenstrual dysphoric disorder (PMDD) or addictive behaviour, unhealthy cravings, urges and habits.
[0353] • Method includes the step of modifying and / or adapting breath pattern based on the interaction data.
[0354] • A computer implemented Al system is used to process the interaction data and to output a personalised program for the user.
[0355] • Computer implemented Al system is trained on clinical data collected for a specific condition and / or on interaction data collected by users’ previous interaction with the device.
[0356] • Method includes the step of providing recommendation for changing specific health habits.
[0357] • Method includes tracking the progression or severity of a specific condition.
[0358] • Method includes continuously evaluating and / or refining the personalised program to optimise symptom reduction and improve overall health outcomes of the user.
[0359] • Method is implemented in real time.
[0360] Anchoring tool
[0361] • Device includes a sensory feedback module that is configured to adjust stimulus parameters dynamically to refine the link between the stimulus and the desired emotional state, thereby creating a dynamic anchoring experience.
[0362] • Sensory feedback module uses neuroplasticity principles to enhance anchoring effect by reinforcing neural connections between the stimulus and the associated emotional state.
[0363] • A connected app is configured to enable the creation of custom stimulus combinations and / or the adjustment of the stimulus parameters, such as intensity level, to cater to different therapeutic needs. The device uses ML algorithms to analyse user response for enhancing the anchoring experience over time.
[0364] Responsive 3D Spatial Audio and Acoustic Effector Stimulation:
[0365] • Device is configured to receive feedback regarding the perceived experience by the end-user to optimise the 3D immersive auditory experience.
[0366] • Sound generation module is configured to deliver an audio stimuli and to adjust the audio stimuli parameters based on an end user’s interaction with the device.
[0367] • Adjustable parameters of the audio stimuli include frequency, amplitude, spatial characteristics and / or temporal pattern.
[0368] • Audio stimuli parameters are dynamically adjusted in real-time to evoke a desired physiological or psychological response in the user.
[0369] • Audio stimuli is delivered via one or more of the following audio sources: speaker, headphone or any other audio output device.
[0370] Generative Music and ABS Integration:
[0371] • Device is configured to synchronise the audio stimuli that is delivered with a predefined breath pattern.
[0372] • Audio stimuli parameters are dynamically adjusted in real-time based on the user’s detected breath pattern.
[0373] • Audio stimuli parameters are dynamically adjusted in real-time based on a measurement of one or more bio-signals from the user.
[0374] • Audio stimuli parameters include specific frequency, amplitude, or temporal pattern to induce auditory beats.
[0375] • Audio stimuli parameters also include beat frequency and / or modulation rate.
[0376] • Audio stimuli parameters are dynamically adjusted in real-time based on the user’s detected breath pattern.
[0377] • Audio stimuli parameters are dynamically adjusted based on the end-user’s breathing and / or biometric sensor feedback and / or the end-user interaction with the portable device.
[0378] • Biometric sensor is configured to monitor physiological or cognitive data of the user such as heart rate variability or skin conductivity or brainwave activity or attention level. Biometric sensor is configured to monitor speed and / or direction of motion of the user.
[0379] • Device is configured to guide the user through challenges which are represented as patterns of haptic feedback, simulation motion friction or displayed on a user interface.
[0380] • Device includes a processing module configured to analyse the biometric sensor data and to dynamically adjust the parameters of the audio stimuli in real-time to evoke a desired physiological or psychological response, such as relaxation or stress relief, in the user.
[0381] • Device is configured to enable a user to have a tactile interaction with the device and to synchronise the tactile interaction with the audio stimuli that is delivered.
[0382] • Device is configured to enable a user to have a tactile interaction with the device and to synchronise the tactile interaction with the audio stimuli and / or haptic feedback that is delivered.
[0383] • Device is configured to deliver a combination of haptic feedback and / or audio cues to guide the user through an exercise or to encourage the user to take a certain action.
[0384] • Device is configured to provide an interactive gaming experience, in which the gaming experience varies based on the end-user’s breathing and / or biometric sensor feedback and / or the end-user interaction with the portable device
[0385] Note
[0386] It is to be understood that the above-referenced arrangements are only illustrative of the application for the principles of the present invention. Numerous modifications and alternative arrangements can be devised without departing from the spirit and scope of the present invention. While the present invention has been shown in the drawings and fully described above with particularity and detail in connection with what is presently deemed to be the most practical and preferred example(s) of the invention, it will be apparent to those of ordinary skill in the art that numerous modifications can be made without departing from the principles and concepts of the invention as set forth herein.
Claims
CLAIMS1. A portable device that is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern and (iii) to provide a signal depending on whether the tactile interaction is synchronised with the predefined breath pattern.
2. The device of claim 1, in which the device includes (i) a section that is movable by a user's finger to enable a tactile interaction and (ii) a timer or sensor that detects movement of the section and (iii) a detection circuit configured to detect if the movement is synchronised with the predefined breath pattern.
3. The device of any preceding claim, in which the device is configured to detect the user’s breathing and in to provide a biofeedback signal that alters when the user’s breath is measured or inferred as matching the predefined breath pattern.
4. The device of any preceding claim, in which the device is configured to detect signals associated with stress and to provide a biofeedback signal that alters when the user’s stress signals fall below a stress threshold.
5. The device of any preceding claim, in which the device is configured to provide a tactile, non-visual biofeedback signal that alters when the user’s stress signals fall below a stress threshold and / or the user's breathing pattern conforms to the predefined breath pattern associated with stress reduction, such as a resonant breath pattern.
6. The device of any preceding claim, in which the tactile interaction involves the user touching the device with a fingertip or other part of the body in a specific manner, or pattern or shape, rather than merely passively receive haptic feedback.
7. The device of any preceding claim, in which the tactile interaction involves the user touching the device with a fingertip at a specific region of the device and leaving the fingertip at that region.
8. The device of any preceding claim, in which the tactile interaction involves the user touching the device with a fingertip at a specific region of the device and tapping the fingertip at that region.
9. The device of any preceding claim, in which the tactile interaction involves the user touching the device with a fingertip and then moving the fingertip in a specific shape, such as a circular motion or back and forth motion.
10. The device of any preceding claim, in which the tactile interaction involves the user touching the device with a fingertip and then moving a part of the device.
11. The device of any preceding claim, in which the tactile interaction involves the user touching the device with a fingertip and then moving a part of the device in a circular motion.
12. The device of any preceding claim, in which the tactile interaction is enabled by physical elements located on the portable device.
13. The device of any preceding claim, in which the tactile interaction is enabled by displaying visual elements on a graphical user interface of the portable device.
14. The device of any preceding claim, in which the tactile interaction is enabled by rotating a ratchet.
15. The device of any preceding claim, in which the tactile interaction is enabled by rotating a bezel of a watch.
16. The device of any preceding claim, in which the portable device is a fidget device including a spinning member, and tactile interaction is enabled by the rotation of the spinning member.
17. The device of any preceding claim, in which the tactile interaction is detected using a sensor module including one or more of the following: electromagnetic sensor, such as hall effect, touch sensitive sensor or pressure sensor.
18. The device of any preceding claim, in which a respiration event, such as inhalation, exhalation or breath held, is inputted by the user through the tactile interaction with the device.
19. The device of any preceding claim, in which the device includes a biofeedback subsystem that measures one or more bio-signals from the user and provides biofeedback data.
20. The device of claim 19, in which the biofeedback subsystem is configured to detect or infer a user’s respiration event.
21. The device of any of claims 19-20, in which the biofeedback subsystem includes one or more of the following: heart rate sensor, respiratory rate sensor, such as Photoplethysmography (PPG) sensors, SPO2, skin conductor sensor, such as Electrodermal Activity Sensor (EDA) or cortisol sensor.
22. The device of any of claims 19-21, in which the biofeedback subsystem is configured to measure or infer one or more of the user’s health related parameters, such as heart rate, HRV, stress level, respiratory rate or skin conductivity.
23. The device of any of claims 19-22, in which the biofeedback subsystem is configured one or more of the user’s health related parameters at the start of each breathing session, during each breathing session and / or at the end of each breathing session.
24. The device of any of claims 19-23, in which the biofeedback subsystem is configured to estimate or infer a stress level based on the measured bio-signals.
25. The device of any of claims 19-24, in which the biofeedback data and interaction data are combined to provide an indication of synchronisation.
26. The device of any preceding claim, in which the device is configured to measure heart rate variability and EDA features from the hand or finger or fingers of the user.
27. The device of any preceding claim, in which the signal includes a tactile or haptic feedback is based on an indication of synchronisation.
28. The device of any preceding claim, in which the signal includes a tactile or haptic feedback is based on an indication of progress relating to the synchronisation.
29. The device of any preceding claim, in which the signal includes a tactile or haptic feedback is configured to guide the user to achieve synchronisation.
30. The device of any preceding claim, in which the signal includes a tactile or haptic feedback is configured to guide the user to follow the predefined breath pattern.
31. The device of any preceding claim, in which the signal includes a tactile or haptic feedback indicates the detection of a physical movement.
32. The device of any preceding claim, in which the signal includes a tactile or haptic feedback indicates the detection of a respiration event.
33. The device of any preceding claim, in which the signal includes a tactile or haptic feedback indicates that synchronisation between breathing and tactile interaction is achieved.
34. The device of any preceding claim, in which a lack of tactile or haptic feedback indicates that synchronisation between breathing and tactile interaction is achieved.
35. The device of any preceding claim, in which a visual user interface on the device itself or a connected app displays a dynamic representation of the predefined breath pattern.
36. The device of any preceding claim, in which the predefined breath pattern includes a sequence of inhalation, exhalation and / or holding breath phases.
37. The device of any preceding claim, in which the predefined breath pattern includes a breathing rate of a pre-defined breaths per minute, such as 6 or 5.5, with equal inhalation-to-exhalation ratio.
38. The device of any preceding claim, in which the predefined breath pattern includes a box breath pattern, namely sequences of 4 seconds in, hold 4 seconds, 4 seconds out, hold 4 seconds.
39. The device of any preceding claim, in which the predefined breath pattern includes a pranayama breath pattern, namely sequences of 4 seconds in, hold 7 seconds, 8 seconds out.
40. The device of any preceding claim, in which the device includes a wireless communication module, and in which the breath pattern can be programmed via wireless communication, such as Bluetooth.
41. The device of any preceding claim, in which the device is a smartwatch.
42. The device of any preceding claim, in which the device is a headset, such as a VR / AR headset.
43. The device of any preceding claim, in which the device is a stress relief wearable, a breath training device, an attention or focus training device.
44. The device of any preceding claim, in which the device is a ring wearable on a finger or an earring or nose ring or anklet or wrist band.
45. The device of any preceding claim, in which the device is combined with or connected to a speaker or headset providing sounds that are designed to contribute to stress relief, mindfulness or meditative practice.
46. The device of any preceding claim, in which the sensor module is integrated along a wrist band, bracelet, watch strap, armband, anklet, ring, earring, nose ring.
47. The device of any preceding claim, in which the device has an overall dimension of approximately 40mm x 53mm.
48. The device of any preceding claim, in which the device has an overall thickness of approximately less than 20 mm.
49. The device of any preceding claim, in which the device is configured to determine or assess a user’s stress level based on HRV or EDA measurements or a combination of HRV and EDA measurements.
50. The device of any preceding claim, in which the device is configured to determine or assess a user’s cognitive state parameter based on HRV or EDA measurements or a combination of HRV and EDA measurements.
51. The device of any preceding claim, in which the device is configured to track user metrics and / or interaction with the device and stores historical data from individual users.
52. The device of any preceding claim, in which the device is configured to generate recommendation based on detected high or low stress level and / or high or low cognitive state, using thresholds customised for individual users.
53. The device of any preceding claim, in which the device includes an advice sub-system that automatically generates advice, based on data from the processing sub-system, to help the user alleviate stress.
54. The device of any preceding claim, in which the advice sub-system that automatically generates advice, based on data from the processing sub-system, to help the user alleviate stress.
55. The device of any preceding claim, in which the device is configured to track time when a user starts a breathing session or interacts with the app and tracks the user’s stress level.
56. The device of any preceding claim, in which the device is configured to store those parameters along with other related data, such as fitness data or schedule data.
57. The device of any preceding claim, in which the device is configured to track user health related parameters and stores parameters when a parameter is above a certain threshold.
58. The device of any preceding claim, in which the device is configured to track and learn a user’s stress pattern and to generate and display advice, based on those learnt patterns, to that user.
59. The device of any preceding claim, in which the device is configured to generate a predictive model of that user’s stress pattern and updates that predictive model based on a newly tracked parameter.
60. The device of any preceding claim, in which advice includes messages with content generated or selected to help the user maintain their heart rate variability (HRV) within a pre-defined target range.
61. The device of any preceding claim, in which the device is configured to advice includes recommendation such as start a specific breathing session, schedule a meditation session, take a break from activity, recommended activity, or reminder to take prescription medication.
62. The device of any preceding claim, in which the device uses a ML-based algorithm that is trained on training data sets generated by devices defined in any of the preceding claims and used by multiple users.
63. The device of any preceding claim, in which the device can be integrated with or use data from other devices, such as blood glucose monitor, activity tracker or smart watch.
64. The device of any preceding claim, in which the device is configured to provide a signal depending on whether the tactile interaction is synchronised with the predefined breath pattern; and to monitor the user’s interaction data.
65. The device of any preceding claim, in which the health condition is one or more of the following: anxiety disorder, neurodevelopment disorder, neurodegenerative disorder, diabetes, eating disorder, stroke, postural tachycardia syndrome (POTS), premenstrual dysphoric disorder (PMDD) or addictive behaviour.
66. The device of any preceding claim, in which the device includes a computer implemented Al system to process the interaction data and to output a personalised program for the user.
67. The device of any preceding claim, in which the computer implemented Al system is trained on clinical data collected for a specific condition and / or on interaction data collected by users’ previous interaction with the device.
68. The device of any preceding claim, in which the device is employed as an anchoring tool during Neuro-Linguistic Programming (NLP) sessions to assist a user achieve a desired emotional state, and in which the device is configured to generate a stimulus, such as a physical, tactile stimulus in response to user input or a predefined trigger.
69. The device of any preceding claim, in which the device includes a sensory feedback module that is configured to adjust stimulus parameters dynamically to refine the link between the stimulus and the desired emotional state, thereby creating a dynamic anchoring experience.
70. The device of any preceding claim, in which the sensory feedback module uses neuroplasticity principles to enhance anchoring effect by reinforcing neural connections between the stimulus and the associated emotional state.
71. The device of any preceding claim, in which a connected app is configured to enable the creation of custom stimulus combinations and / or the adjustment of the stimulus parameters, such as intensity level, to cater to different therapeutic needs.
72. The device of any preceding claim, in which the device includes a sound generation module configured to dynamically adjust the spatial positioning of audio sources to deliver a 3D immersive auditory experience.
73. The device of claim72, in which the device is configured to receive feedback regarding the perceived experience by the end-user to optimise the 3D immersive auditory experience.
74. The device of any of claims 72-73, in which the sound generation module is configured to deliver audio stimuli and to adjust the audio stimuli parameters based on an end user’s interaction with the device.
75. The device of any of claims 72-74, in which the adjustable parameters of the audio stimuli include frequency, amplitude, spatial characteristics and / or temporal pattern.
76. The device of any of claims 72-75, in which the audio stimuli parameters are dynamically adjusted in real-time to evoke a desired physiological or psychological response in the user.
77. The device of any of claims 72-76, in which the audio stimuli are delivered via one or more of the following audio sources: speaker, headphone or any other audio output device.
78. The device of any of claims 72-77, in which the device is configured to synchronise the audio stimuli that is delivered with the predefined breath pattern.
79. The device of any of claims 72-78, in which the audio stimuli parameters are dynamically adjusted in real-time based on the user’s detected breath pattern.
80. The device of any of claims 72-79, in which the audio stimuli parameters are dynamically adjusted in real-time based on a measurement of one or more bio-signals from the user.
81. The device of any of claims 72-80, in which the audio stimuli parameters include specific frequency, amplitude, or temporal pattern to induce auditory beats.
82. The device of any of claims 72-81, in which the audio stimuli parameters also include beat frequency and / or modulation rate.
83. The device of any of claims 72-82, in which the audio stimuli parameters are dynamically adjusted in real-time based on the user’s detected breath pattern.
84. The device of any of claims 72-83, in which the audio stimuli parameters are dynamically adjusted based on the end-user’s breathing and / or biometric sensor feedback and / or the end-user interaction with the portable device.
85. The device of any preceding claim, in which the device includes a biometric sensor configured to monitor physiological or cognitive data of the user such as heart rate variability or skin conductivity or brainwave activity or attention level.
86. The device of claim 85, in which the biometric sensor is configured to monitor speed and / or direction of motion of the user.
87. The device of any preceding claim, in which the device is configured to guide the user through challenges which are represented as patterns of haptic feedback, simulation motion friction or displayed on a user interface.
88. The device of any preceding claim, in which the device includes a processing module configured to analyse the biometric sensor data and to dynamically adjust theparameters of the audio stimuli in real-time to evoke a desired physiological or psychological response, such as relaxation or stress relief, in the user.
89. The device of any preceding claim, in which the device is configured to enable a user to have a tactile interaction with the device and to synchronise the tactile interaction with the audio stimuli that is delivered.
90. The device of any preceding claim, in which the device is configured to enable a user to have a tactile interaction with the device and to synchronise the tactile interaction with the audio stimuli and / or haptic feedback that is delivered.
91. The device of any preceding claim, in which the device is configured to deliver a combination of haptic feedback and / or audio cues to guide the user through an exercise or to encourage the user to take a certain action.
92. The device of any preceding claim, in which the device is configured to provide an interactive gaming experience, in which the gaming experience varies based on the end-user’s breathing and / or biometric sensor feedback and / or the enduser interaction with the portable device93. The device of any preceding claim, in which the device includes a sound generation module configured to deliver audio stimuli in which the audio stimuli is adjusted in real-time based on the user’s detected breath pattern or based on a measurement of one or more bio-signals from the user.
94. A system for analysing tactile interaction with a portable device, in which the system includes: a portable device is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern, and an application that provides real-time feedback depending on whether the tactile interaction is synchronised with the predefined breath pattern.
95. The system of claim 94, in which the portable device is defined in any of claims 1-93.
96. The system of any of claims 94-95, in which the application is configured to run on the portable device or the feedback device or on an external device.
97. The system of any of claims 94-96, in which the application is configured to display a visual indicator that dynamically moves to guide the user through a predefined breath pattern and / or aid relaxation.
98. The system of any of claims 94-97, in which the application is configured to display a visual indicator that pulsates / expands / contracts to guide the user through a predefined breath pattern and / or aid relaxation.
99. The system of any of claims 94-98, in which the application is configured to enable a user to program personalised breath pattern.
100. The system of any of claims 94-99, in which the application is configured to enable a user to input any of the following: stress level or relaxation level goal, activity schedules or any other health related habits.
101. The system of any of claims 94-100, in which the application is configured to enable a user to start / stop a breathing session.
102. The system of any of claims 94-101 , in which the application is configured to provide real time feedback that enables a user to know if the system is working properly.
103. The system of any of claims 94-102, in which the application is configured to enable a user to review a history of previous breathing sessions.
104. The system of any of claims 94-103, in which the application is configured to generate an interactive gaming experience, in which the gaming experience variesbased on one or more of the following: detection of an event, synchronisation level or progress of the user relating to the synchronisation.
105. The system of any of claims 94-104, in which the system uses a gamification engine that is trained on historical data generated by multiple devices and that is configured to generate specific rewards / prize for individual users.
106. The system of any of claims 94-105, in which the system includes a server that communicates with multiple devices and that manage user accounts, points or rewards.
107. An application for analysing tactile interaction with a portable device, in which the system includes a portable device is configured (i) to receive or detect a user’s tactile interaction with the device, and (ii) for the tactile interaction to be synchronisable with a predefined breath pattern, and in which the application provides real-time feedback depending on whether the tactile interaction is synchronised with the predefined breath pattern.
108. A method of stress relief, mindfulness or meditative practice, comprising the step of using the portable device defined in any of claims 1-93 or the system defined in any of claims 94-106.
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