Monday, December 19th 2016

Ironova Announces the Ankkoro Emotion Sense Device

Today, video game is the first cultural industry in the world, with 2 billion of gamers. 34% are playing on a gaming console, 33% on a computer, and the number of mobile gamers is increasing quickly. In 2016, the video game worldwide market weights 100 billion dollars, increasing of 8% in the last year. But, till ANKORRO, there was no video game device able to integrate the emotional factor. Emotion stays at the door of the game, and can't enter in.

ANKKORO, the gamotion manager » is a brand new technology created by Ironova. It can catch the gamer's emotions, analyse them and influence them. This way, the gamer may make his character's profile more realistic, more human, and also work on his own reactions and emotions, facing stress or fear. With ANKKORO, heroes are no more virtual, the gamer and his emotions are integrated in the core of the game.
In 30 years, video game became a worldwide phenomenon, influencing many sectors: cinema, television, professional training and learning, education. It allows to generate immersive situations, new and playful. But the interactivity it provides is not complete. The emotional state of the gamer is not taken in account and does not change anything to the scenario. Fear reduces the field of vision, it makes us shaking, stress makes decision taking slower, pleasure or relief drive the vigilance down. These are realities, but no game is able today to integrate those parameters.

ANKKORO consists in a transmission-wristband using our patented technology EMOTION SENSE. The transmitter catches the biometric signals and share them with the game, in order to modify the way the game goes. Is the player in panic? Vision becomes blur. Is he cool? His gestures are precise and he can target quickly. The digital interface uses 11 emotions the gamer can go thru: fear, stress, calm, concentration, surprise, serenity. ANKKORO has been developed by Ironova and a University lab specialized in cognition sciences. EMOTION SENSE is also able to stimulate gamer's emotions thanks to microelectro-pulses, vibes or light-therapy. Way in, way out, emotions are at the core of a REAL interactivity.

ANKKORO is also relevant on the increasing market of augmented and virtual reality (30 billion dollars in 2020 according to a Digi Capital study). The 100% immersion, promoted by the news generation of 3D helmets, needs to integrate the emotional factor to deliver a brand new user experience. For security and fire rescue teams, it allows to imagine immersive learning games able to take in account the emotional issues of a mission, in order to manage them at work, in real circumstances. At last, for TV or cinema contents producers (1.3 billion of people are watching 9 billion of videos on YouTube each day, TV series became big and worldwide productions…), the fields open by ANKORRO are without limits, driving to hyper-personalized and responsive contents.

ANKKORO will be launched on a world scale during CES 2017, from 5 to 8 January. Ironova will exhibit in Eureka Park, as one of the 500 best startups in the world selected by the Consumer Technology Association. Meet them on booth n°52651.
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7 Comments on Ironova Announces the Ankkoro Emotion Sense Device

#1
natr0n
"Emotion stays at the door of the game, and can't enter in."

Not true...

If I'm pissed in an fps game enemies will feel my emotions and read them too.
Posted on Reply
#2
Frick
Fishfaced Nincompoop
At first glance this looks stupid, but if implemented correctly it might be pretty neat. I can't see it taking off though, not on a large scale.
Posted on Reply
#3
PLAfiller
For some reason this press release sounds really dry do me. I know it is written by the rules, saying their brand name every few sentences or so, so you can remember it, but....it just doesn't kick me in.
Posted on Reply
#4
PinkMachine
The project seems to be really nice, considering the fact VR is growing and developing really fast in this year and this looks like a promising addition to enhance this virtual gaming experience.

I wonder if there will be special titles implementing this wristband and this becomes another pseudo-indie games market that supports this device or big guns like EA, Ubi, CDPRed etc. add this gimmick to their flagship titles in sort of a patch or DLC to enhance the gaming experience.

When it comes to effects it may cause like blur or narrower FOV this can be added to every single title but... do we really feel that many emotions while playing? Anger/panic/stress/anxiety/concentration... Aren't we all just chilled while playing?

Anyway, fingers crossed for Ironova. I hope we hear from them soon.
Posted on Reply
#5
R-T-B
It can catch the gamer's emotions, analyse them and influence them.
Influence them? Nope. Not letting some electronic gizmo directly interface with my emotions, kthx.
Posted on Reply
#6
Caring1
Hook these up to the computers in vehicles so the drivers style is restricted when angry etc.
It might prevent some road rage using the vehicle as a weapon.
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#7
cdawall
where the hell are my stars
Caring1Hook these up to the computers in vehicles so the drivers style is restricted when angry etc.
It might prevent some road rage using the vehicle as a weapon.
Most people don't get into the car angry they get angry while driving. If you start locking out throttle and braking inputs while someone is driving you will kill people.
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