WO2010015998A1 - Calming device - Google Patents
Calming device Download PDFInfo
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- WO2010015998A1 WO2010015998A1 PCT/IB2009/053377 IB2009053377W WO2010015998A1 WO 2010015998 A1 WO2010015998 A1 WO 2010015998A1 IB 2009053377 W IB2009053377 W IB 2009053377W WO 2010015998 A1 WO2010015998 A1 WO 2010015998A1
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Classifications
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M21/00—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis
- A61M21/02—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis for inducing sleep or relaxation, e.g. by direct nerve stimulation, hypnosis, analgesia
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M21/00—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis
- A61M2021/0005—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis by the use of a particular sense, or stimulus
- A61M2021/0027—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis by the use of a particular sense, or stimulus by the hearing sense
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M21/00—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis
- A61M2021/0005—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis by the use of a particular sense, or stimulus
- A61M2021/0044—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis by the use of a particular sense, or stimulus by the sight sense
- A61M2021/005—Other devices or methods to cause a change in the state of consciousness; Devices for producing or ending sleep by mechanical, optical, or acoustical means, e.g. for hypnosis by the use of a particular sense, or stimulus by the sight sense images, e.g. video
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M2205/00—General characteristics of the apparatus
- A61M2205/33—Controlling, regulating or measuring
- A61M2205/3375—Acoustical, e.g. ultrasonic, measuring means
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M2230/00—Measuring parameters of the user
- A61M2230/04—Heartbeat characteristics, e.g. ECG, blood pressure modulation
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M2230/00—Measuring parameters of the user
- A61M2230/04—Heartbeat characteristics, e.g. ECG, blood pressure modulation
- A61M2230/06—Heartbeat rate only
-
- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M2230/00—Measuring parameters of the user
- A61M2230/20—Blood composition characteristics
- A61M2230/205—Blood composition characteristics partial oxygen pressure (P-O2)
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M2230/00—Measuring parameters of the user
- A61M2230/40—Respiratory characteristics
- A61M2230/42—Rate
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61M—DEVICES FOR INTRODUCING MEDIA INTO, OR ONTO, THE BODY; DEVICES FOR TRANSDUCING BODY MEDIA OR FOR TAKING MEDIA FROM THE BODY; DEVICES FOR PRODUCING OR ENDING SLEEP OR STUPOR
- A61M2230/00—Measuring parameters of the user
- A61M2230/63—Motion, e.g. physical activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1081—Input via voice recognition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
- A63F2300/1093—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/632—Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8094—Unusual game types, e.g. virtual cooking
Definitions
- This invention relates to a calming device, in particular to a calming device that delivers content in a mode to calm down a subject.
- a device for calming down a subject comprises a content delivering means adapted for delivering a content in a first mode, at least one sensor configured to detect an activity level of the subject and a controlling unit operatively coupled to the at least one sensor, wherein the controlling unit is configured for receiving the detected activity level and for comparing the detected activity level with a pre-determined threshold activity level, and wherein the controlling unit is capable of changing the delivery of the content to a second mode when the detected activity level is above the threshold activity level.
- the delivery of the content is changed to the second mode based on the activity level of the subject. This mode change ensures that the subject remains calm and goes to sleep.
- the controlling unit is capable of delivering the content in the first mode when the detected activity level is below or equals the threshold activity level.
- the controlling unit switches the delivering means back to the first mode when the activity level is lower than the pre-determined threshold value.
- the content is a story, music or a game. If the subject to be put to sleep is a child, reading a story is one of the ways to put him/her to sleep. Games such as "counting sheep” are also used as a means of lulling oneself to sleep. Usually, this activity is depicted in cartoons, comic strips and other mass media as an endless series of identical white sheep jumping over a fence, while the number that do so is counted.
- the activity level is detected by the at least one sensor by detecting a bodily movement and/ or a voice level of the subject, and/or by measuring heart rate and/or breathing rate of the subject, and/or by analyzing a sleeping stage of the subject.
- the activity level of the subject can be detected by detecting a physical or a physiological behavior.
- the bodily movement can be detected by a load sensor, a camera with an image analyzer, a motion sensor, a ferro-electret foil or a piezo foil.
- the bodily movement can be measured by a camera with image analysis, by load sensors placed under the bed of the subject which detect a change in weight distribution, by a movement sensor attached to the bed to detect shaking of the bed, a smart mattress or smart pillow which can analyze pressure points through piezo technology.
- the voice level can be detected by microphones.
- the voice level can be measured by relating a voice profile to amplitude so that the voice of the subject is distinguished from a voice narrating a story.
- These can be sound capture devices comprising microphones and filters which can distinguish between the child screaming or shouting and the voice of the narrator.
- the heart rate can be measured by classical electrical Ag/ Ag Cl electrodes measuring the ECG signal, by ballistocardiogram, e.g.
- the direct methods measure a change of resistance in a resistor situated in the vicinity of nostrils and mouth of the subject, or with a band on the belly or breast of the subject.
- the change in resistance is caused by breathing.
- the indirect methods use a signal like ECG or PPG.
- the breathing rate is filtered out from these signals using filtering techniques.
- the sleeping stage can be analyzed by a hypnogram.
- the pre-determined threshold activity level can be varied for each subject.
- the threshold level is not a factory- defined setting but can be adjusted depending on the nature of the subject. If the subject is a child, each child needs different threshold levels, depending on their character and a parent can define the pre-determined threshold activity level.
- the pre-determined threshold activity level can also be adapted automatically over time to find the optimum timing to get the subject to sleep. This means that small variations in the threshold level are implemented over consecutive nights and those values belonging to the shortest route to sleep or calming down are retained.
- the content delivering means comprises at least one sound generator for generating a sound in the first and second mode and at least one display means for displaying an image in the first and second mode. .
- Such a content delivering means is considered as having the potential to tell children's stories in a compelling manner as the spoken word can be complemented by sound effects and movies.
- the content is a story
- the sound generated has a reduced clarity and/or lower understandability as compared to the sound generated in the first mode.
- the delivery of the story is changed to the second mode when the activity level of the subject is higher than the threshold value.
- the activity level higher than the threshold level indicates that the subject is very energetic and not calm yet.
- the narration voice becomes softer resulting in reduced clarity and lower understandability. In other words, the subject is encouraged to calm down and lie still as otherwise he/she cannot listen to the story.
- Changes in sound quality are obtained by decreasing the volume, by hushing the narration voice, by changing the acoustics, for example, by changing the echo or reverb, by fading out part of sound track (e.g. the narrative voice remains but the music sound track disappears).
- the content is a story
- the image has a reduced viewability and/or poorer aesthetic quality as compared to the image displayed in the first mode.
- the delivery of the story is changed to the second mode when the activity level of the subject is higher than the threshold value.
- the activity level higher than the threshold level indicates that the subject is very energetic and not calm yet.
- the image becomes blurred.
- the subject is encouraged to calm down and lie still as otherwise he/she cannot enjoy the story. Only when the subject is calm, he/she can fully enjoy the story as otherwise the image becomes less enjoyable to perceive.
- the image may become blurred either by changing the focus of a physical lens (i.e.
- the controlling unit is capable of switching the delivery of the content back to the first mode when the detected activity level is below or equals the threshold activity level.
- the detected activity level is lower than the threshold value, it indicates that the subject is calm and is concentrating on the story.
- the narration voice returns to normal and the images become fully visible again so that the subject is encouraged to keep calm.
- the content is a story, and wherein the delivery of the content is changed from first mode to the second mode or from the second mode to first mode progressively.
- the switch over from first mode to second mode or vice versa happens gradually and thus ensures that the subject remains calm and relaxed.
- the content is a game
- the game is played at a first level in the first mode and at a second level in the second mode.
- the games played at different levels ensure that the subject gets relaxed with each level and falls asleep.
- the second level is substantially easier as compared to the first level.
- the existing games have a typical characteristic that the degree of difficulty of playing the game is automatically increased as the game progresses. This results in a prolonged involvement of the subject. Inversion of the direction in which the degree of difficulty of the game can yield a very powerful means that can help people to fall asleep. As the games become increasingly easier to perform, the subject becomes increasingly bored or at least more relaxed and, in the end, falls asleep. This is based on the knowledge that simplicity, repetitiveness and rhythm all stimulate falling asleep.
- the controlling unit is further capable of delivering the game in different modes when the detected activity level is below or equals the threshold activity level.
- the low activity level indicates that the subject is relaxed. With the degree of relaxation of the subject, the degree of difficulty is adapted accordingly.
- the controlling unit is further capable of delivering the game in different modes as a function of time.
- Basic games according to the invention are self-adjusting, i.e. they become easier over time in an autonomous way.
- the game is played at a different level in the different modes, and wherein each level is substantially easier as compared to the previous level.
- the idea behind this is to induce boredom while occupying the mind with something simple, repetitive and rhythmic, all of which are known to help humans to fall asleep.
- a method of calming down a subject comprises the steps of: a. switching on a content delivering means to deliver the content in a first mode; b. detecting activity level of the subject; c. comparing the detected activity level with a pre-determined threshold activity level; and d. changing the delivery of the content to a second mode when the detected activity level is above the threshold activity level.
- Fig.1 is an exemplary flow chart of an embodiment of a method in accordance with some embodiments hereof.
- Fig.2 is an exemplary illustration of an embodiment of a device according to some embodiments hereof. DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
- Detecting an activity level in the context of invention also means detecting calmness level of a subject. If the subject is more active, it means he is less calm and if the subject is less active, it means he is calmer, it means that when a subject is calm and sleepy, he is not physically active.
- the sensors measure physical activity and calmness can be derived from that. However, some sensors that measure heart beat and breathing rate may not directly measure physical activity, but they do give information about the sleepiness/calmness of a person.
- Fig.l is an exemplary flow chart that illustrates a process 100 performed by a calming device 1 in accordance with an embodiment of the present invention.
- the calming device 1 delivers a story in a first mode.
- An activity level of a subject is monitored as shown at 110 at 115, a determination is made whether the monitored activity level is above a pre-determined threshold activity level. In the instance that the monitored activity level is above the pre-determined threshold activity level, the delivery of the story is changed to a second mode as shown at 120. In the instance that the monitored activity level is below the pre-determined threshold activity level, the delivery of the story continues in the first mode.
- the calming device includes a content delivering means 10 which may be a screen 12 or a wall/ceiling projector 14. It also may include a sound generating means (not shown).
- the calming device 1 comprises at least one sensor 20.
- the sensor may be a load sensor 22, a piezo mattress 24, a piezo pillow 26, a video camera 28 fitted with a motion detector or a motion sensor 29 to name a few.
- the calming device also includes a controlling unit 30 (not shown).
- the controlling unit with a microcontroller takes input from the sensor 20 and controls the content delivering means 10.
- the sensor 20, the content delivering means may be networked wirelessly to eliminate any entanglement danger for the subject.
- the load sensor 22 under the bed is wirelessly connected to the controlling unit (which could be situated anywhere, may be attached to the wall, to the bed, placed on a bedside table or shelf) which in turn controls the content delivering means 10.
- the subject in this embodiment is preferably a child.
- a parent of the child chooses a threshold level to match the nature of the child.
- the parent then switches on the calming device 1 and chooses a story.
- the content delivering means 10 starts delivering the story. It could be delivered as an audio- book, as a visual or as an audio-visual story.
- the sensor 20 senses the child's activity level. If the activity level is below a pre-determined threshold activity level, the story is delivered to its full extent. If the activity level is above the threshold, the story deliverance becomes subdued. For example, narrative voice may start whispering, audio may become softer and the image may become blurred.
- the sound may become distorted so that the child can still acoustically hear the sound but not intelligibly understand it i.e. the child may not understand lyrics or may not recognize the melody any longer.
- the narration voice may become hushed. Parts of the sound track may disappear, for example, the narration voice, certain instruments (say the bass or melody instrument) or the whole music sound track may disappear.
- the image may become smaller or may be drained of its color. Above the activity threshold i.e., the more active the child is, the more subdued and the more difficult the story becomes to perceive and enjoy, thus encouraging the child to calm down. When the child's activity level drops, the story becomes more and more enjoyable to listen or to watch.
- the story is again delivered to its fullest.
- the content is a game, they may become easier over time in an autonomous way.
- the most essential feature of this invention is the creation of electronic games that become increasingly easier to perform so that the subject becomes increasingly more bored or at least more relaxed and, in the end, falls asleep. Inversion of the direction in which the degree of difficulty of an electronic game develops over time, can yield a very powerful means that can help people to fall asleep. The simplicity, repetitiveness and rhythm of the game stimulate a subject to falling asleep.
- the difficulty level of the game is changed based on a feedback received from the sensor 20. The sensor informs the controlling unit on the degree of relaxation of the subject and thus the degree of difficulty is changed accordingly.
- the games can comprise sound, images, or both the sound and the images. 3-D sound or localized sound may also be used.
- the nature of the game should be such that it should help the subject in getting increasingly more relaxed, i.e. sounds and images of the game should not cause arousal but rather boredom (e.g. no shooting sounds but rather soft, maybe yoga-like, sounds).
- any electronic game that offers a diminishing degree of difficulty as the game progresses, can be used as a means for falling asleep.
- the feedback information can be based e.g. on a measurement and analysis of the actual reaction time of the subject, as apparent from his or her reactions in the game.
- an analysis of the depth or the rhythm of the breathing of the subject can be used for feedback.
- the heart rate of the subject can be used as a feedback to the controlling unit.
- analysis of the exact actual sleeping stage (e.g. from a hypnogram) of the subject is used for the feedback.
- the subject controls the game not via the usual joystick or such a similar device, but via his or her breathing pattern. Then, the controlling unit can influence the specific breathing pattern required in playing the game in such a way that falling asleep results or, at least, is facilitated.
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- Health & Medical Sciences (AREA)
- Anesthesiology (AREA)
- Pain & Pain Management (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- Psychology (AREA)
- Engineering & Computer Science (AREA)
- Biomedical Technology (AREA)
- Heart & Thoracic Surgery (AREA)
- Hematology (AREA)
- Life Sciences & Earth Sciences (AREA)
- Animal Behavior & Ethology (AREA)
- General Health & Medical Sciences (AREA)
- Public Health (AREA)
- Veterinary Medicine (AREA)
- Measurement Of The Respiration, Hearing Ability, Form, And Blood Characteristics Of Living Organisms (AREA)
- Measuring And Recording Apparatus For Diagnosis (AREA)
- Toys (AREA)
- Circuit For Audible Band Transducer (AREA)
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US13/057,489 US8979731B2 (en) | 2008-08-08 | 2009-08-04 | Calming device |
CN200980130403.5A CN102112174B (en) | 2008-08-08 | 2009-08-04 | Calming device |
EP09804632.9A EP2346558B1 (en) | 2008-08-08 | 2009-08-04 | Calming device |
JP2011521674A JP5406296B2 (en) | 2008-08-08 | 2009-08-04 | Device to calm the subject |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP08162047A EP2151260A1 (en) | 2008-08-08 | 2008-08-08 | Calming device |
EP08162047.8 | 2008-08-08 |
Publications (1)
Publication Number | Publication Date |
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WO2010015998A1 true WO2010015998A1 (en) | 2010-02-11 |
Family
ID=40129096
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/IB2009/053377 WO2010015998A1 (en) | 2008-08-08 | 2009-08-04 | Calming device |
Country Status (6)
Country | Link |
---|---|
US (1) | US8979731B2 (en) |
EP (2) | EP2151260A1 (en) |
JP (1) | JP5406296B2 (en) |
CN (1) | CN102112174B (en) |
DE (1) | DE202009010341U1 (en) |
WO (1) | WO2010015998A1 (en) |
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DE102010032794A1 (en) * | 2010-07-28 | 2012-02-02 | Holger Koch | Sleep behavior improving device for baby/toddler, has set of microphones for monitoring environment of typical baby noises, where reproduction of audio recordings individually created by parents is started when defined threshold is reached |
US9408996B2 (en) * | 2011-12-09 | 2016-08-09 | SimpleC, LLC | Time-driven personalization of media preference |
GB2498578A (en) * | 2012-01-23 | 2013-07-24 | Deborah Sugden | Baby or child sleep teaching aid |
JP2013183775A (en) * | 2012-03-06 | 2013-09-19 | Sony Corp | Environment control apparatus, environment control method, and program |
WO2014083375A1 (en) * | 2012-11-30 | 2014-06-05 | Panasonic Corporaton | Entrainment device |
CA2854669C (en) * | 2013-06-18 | 2021-08-31 | Dreamwell, Ltd. | Display device for a plunger matrix mattress |
US10278638B2 (en) * | 2014-07-21 | 2019-05-07 | Withings | System and method to monitor and assist individual's sleep |
US10542961B2 (en) | 2015-06-15 | 2020-01-28 | The Research Foundation For The State University Of New York | System and method for infrasonic cardiac monitoring |
USD818742S1 (en) | 2015-11-20 | 2018-05-29 | JAB Distributors, LLC | Pillow |
USD772610S1 (en) | 2015-11-20 | 2016-11-29 | JAB Distributors, LLC | Pillow |
USD809321S1 (en) | 2015-12-11 | 2018-02-06 | JAB Distributors, LLC | Pillow |
US10350380B2 (en) * | 2015-12-17 | 2019-07-16 | Soniphi Llc | Systems and methods for distal control of health effectors |
USD820004S1 (en) | 2015-12-28 | 2018-06-12 | JAB Distributors, LLC | Pillow |
CN205568434U (en) * | 2016-02-02 | 2016-09-14 | 嘉兴市舒福德电动床有限公司 | Intelligent bed |
CN108992760A (en) * | 2018-05-02 | 2018-12-14 | 河海大学常州校区 | A kind of interactive device based on sleep disturbance |
US11480331B1 (en) | 2021-06-10 | 2022-10-25 | Sherri Mabe | Night light assembly |
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US5377100A (en) | 1993-03-08 | 1994-12-27 | The United States Of America As Represented By The Administrator Of The National Aeronautics And Space Administration | Method of encouraging attention by correlating video game difficulty with attention level |
WO1999035633A2 (en) | 1998-01-06 | 1999-07-15 | The Video Mouse Group | Human motion following computer mouse and game controller |
WO2008009978A1 (en) | 2006-07-20 | 2008-01-24 | Jon Clare | A medical hypnosis device for controlling the administration of a hypnosis experience |
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CN102112174B (en) | 2015-01-28 |
JP2011530319A (en) | 2011-12-22 |
CN102112174A (en) | 2011-06-29 |
US8979731B2 (en) | 2015-03-17 |
JP5406296B2 (en) | 2014-02-05 |
EP2346558B1 (en) | 2016-03-16 |
EP2346558A1 (en) | 2011-07-27 |
US20110137110A1 (en) | 2011-06-09 |
DE202009010341U1 (en) | 2009-11-12 |
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