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Description
A transforming addition to your practice: Your patients play games engineered to help them better manage stress, train for peak performance, and achieve better emotional and mental balance.
The Clinical version of Alive allows for unlimited users and includes Advanced Graph Training, Session Review, and many best-in-class clinical features: Unlimited user profiles with reset privileges, orientation bypass (Main Menu unlock), and Skin conductance data (IOM sensor version only).
Alive Clinical Version benefits
- A growing library of clinical training tips and indications written by Yuval Oded of Psy-Phi, including the robust Clinical Version User Guide
- Train with more than 7 clients per license
- Train using Skin Conductance (SCL/GSR) — IOM sensors only
- Train using detailed Heart Rate, HRV, BVP, and Skin Conductance graphs
- View graphs and add comments on your monitor while a client plays Alive on another monitor
- Per-session analysis of Heart Rate, Smoothness (coherence), and Skin Conductance
- Skip the coach introduction, disable the coach suggestions, change difficulty levels
- Export data to Excel, Kubios HRV, or any statistical analysis software using the raw BVP, SCL, and HR data files saved for every session
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Which version of Alive is for me?
- Most professionals and schools - Alive Clinical with IOM sensor
- Focus on gaming and don't need skin sweat feedback - Alive Clinical with emWave sensor, which does not include skin sweat feedback, but which does allows two hands free to play Half Life 2 with heart rate feedback (included but need to purchase Half Life 2 from steampowered.com) and Tropical Heat with a gamepad (sold separately)
- Already have an IOM or emWave sensor - Buy Alive Clinical for IOM or Alive Clinical for emWave
- Already have both an IOM and an emWave sensor - Buy Alive Clinical plus the Alive Dual Compatibility Upgrade to make it worth for either sensor
- Already have Alive Standard - Upgrade to Alive Clinical
- Already have Alive Clinical - buy Add-ons like Tropical Heat, Particle Editor or Inner Tube
Note: HeartMath emWave earpiece or Wild Divine IOM finger sensors are a necessary element of Alive. You will receive an acknowledgement of you order and a software serial number by email within 24 hours of your completed order. Hardware ships via USPS Priority Mail, 3-5 business day delivery (for international orders, please allow 1-3 weeks).
Alive Add-on Games
Alive can be expanded with additional fun games. All games below require Alive and an Alive compatible sensor.
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Tropical Heat Jet Ski for Alive
Escape to the Tropics with our New Jet Ski Game
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Particle Editor 3 for Alive
100 Fun & Relaxing Mini-Game Environments
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Inner Tube 3 for Alive
Race Against the Clock with 4 Space Ships Through 80 Tunnel Levels
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Alive Clinical Version Features
Alive |
Alive Clinical Version |
Up to 7 User Profiles |
Unlimited User Profiles |
Heart Rate and Heart Rate Smoothness data |
Smoothness (HRV) and Heart Rate data + extensive Skin Conductance training with Alive Environments, Games and Graph Training |
Heart Rate Smoothness Graph Training |
Clinical Graph Training that includes highly customizable graphing with audio feedback:
- Frequency Spectrum Graphing — shows the heart rate power spectrum, to determine which heart frequencies are dominant, how often the user is in the zone
- Accumulated Smoothness Graphing, including displays of detailed metrics*
- Skin Conductance Graphing — Ability to set starting, target, and baseline skin conductance, with an option to train skin conductance and smoothness simultaneously. Numerous skin conductance statistical displays**
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Session Review |
Clinical Session Review: Review any session with a high level of detail across time and/or by subset of session type:
- Heart Rate, Smoothness, Skin Conductance Level and Skin Conductance Stability graphs
- Review by session with high level of detail: single and multi-session review by activity or across time
- Each graph shows the average, maximum, minimum, session start (first 15 seconds average), session end (last 15 seconds average), change, and percent change statistics for any measure
- Export single or multi-session data to Excel for further analysis or to print a session summary
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Automatic Coach Orientation for each new User |
Clinical Control Panel with direct Main Menu accessbility and ability to disable all standard Alive coach suggestions for a customized training |
In-game background music |
In-game background music + ability to select any music of your own from your hard drive |
Training on one monitor with Alive games or graphs. |
Detachable Graph Training module to use on its own monitor as User plays Alive Games, engages in Workshops, and explores Environments; Add comments, pause sessions, and view detailed graphs while playing Alive Games |
No session printing. |
Take a screenshot while graph training or in session review by pressing "p" or export data to Excel and print using the Alive Excel Templates. |
No research interface. |
Send markers to Alive using Alive Marker Interface (requires basic programming knowledge), allowing E-Prime or other tools to synchronize with Alive graphs by marking events. |
Free auto-updates as new features are added |
Free auto-updates as new Clinical features are added |
* length of time smooth, % time in each smoothness zone, total time smooth, LF/HF ratio
** stability, min, max and average, audio feedback |
Beyond
the computer
Alive is not just about computer training. Your Alive User Guide includes the multi-disciplinary Alive & Beyond 8-Week Program.
The Alive & Beyond 8-Week Program has been developed to help people get the most out of Alive, bringing in off-screen concepts and exercises to complement the Alive software.
In your clinical practice, you are likely to choose instead to incorporate Alive with your existing training protocols for treating various conditions. The Clinical User Guide supplement contains many tips and tricks for using the advanced Graph Training features in Alive to create desired outcomes.
Behind Alive
Alive is the brainchild of Ryan Deluz, a software engineer with a background in biology. Ryan's vision to bring a liveliness and ease-of-use to innovative and powerful self-regulating tools — and his passion for his work —are at the core of Alive.
Alive & Beyond — and much of the Alive software itself — was developed in partnership with Yuval Oded, a cognitive behavioral psychologist and leading expert in biofeedback. Yuval also authored the Clinical Version User Guide Supplement.
Yuval, a consultant to the French Ministry of Defense, is a Clinical Psychologist who has developed biofeedback programs to help military personnel keep a clear head, suppress unhelpful responses to difficult situations, and manage an array of decisions and tasks. In his clinics, Yuval treats a wide array of conditions, including anxiety disorders, behavioral disorders, chronic illnesses, neurological problems, psychosomatic problems, head trauma and post traumatic stress disorder. |
The Alive Coach
Diagnostics, educational resources, progress tracking, and a virtual coach to teach you techniques for breathing to lower and smooth heart rate, how to interpret your body data, and to suggest a program for meeting your goals.
As you play the Alive Games and explore the Environments, the Coach stays with you throughout the entire experience, evaluating your progress, and helping you maximize the effectiveness of Alive — suggesting alternative programs and approaches as you play.
Alive Games
The most fun part of Alive. Includes Dual Drive Pro Manual, Dual Drive Pro Autopilot, and an assortment of Alive Mini Games, including:
- Dream House— Build a dream house from the ground up, beginning in the morning and finishing by parking your car in the new garage at sundown.
- Green Thumb — Make a gorgeous hyacinth bloom and wow you with its showy ultramarine flowers
- Four Seasons — Propel a natural scene through all four seasons, enjoying spring showers, lush summer foliage, fall thunderstorms and the bare beauty of winter.
- Alien Shuttle — Complete your alien mission by finding your way to the docking station in the mothership.
- Night Flight — Enjoy navigating through a twinkling and busy cityscape.
Alive Environments
For training and development. Gorgeous visual environments to explore as you pace your breathing and smooth your heart rate include:
- Alive Environments Breath Spiral — Move shiny particles in a 3D space as you inhale and exhale. Paced breathing creates a smoother heart and expands a disc of particles into spiraling waves.
- Alive Environments Shape Shifter — The smoother your heart rate, the brighter a geometric shape becomes. Keep it smooth to see it morph into new forms.
- Alive Environments Metal Pulse — Use paced breathing to turn undulating waves from orange to an intense blue.
- Alive Environments Plasma — Use the pacer on the screen to smooth your heart rate and make undulating plasma appear. Slow the plasma by dropping your heart rate.
- Alive Environments Tropical Ocean — Relax to make the wind blow the palm fronds and the wave sounds intensify.
- Alive Audio Environments — Close your eyes, sink back into your chair, and breathe to smooth your heart rate. The more even your heart rate changes are, the more enveloping the music and relaxing sounds become. Choose from Rain, Stream, Waves, and Memory.
Alive Active Feedback Hardware
For use with all Somatic Vision games and tools. Captures skin conductance data and heart rate variations and sends them to the Alive interactive interface.
Minimum System Requirements
- Alive Active Feedback Hardware — HeartMath emWave or Wild Divine The Passage or Healing Rhythms finger sensors
- Windows XP / Vista / Windows 7 operating system
- 2.0 GHz Processor
- Dedicated Video Card Supporting OpenGL 2.0
- 1 GB RAM
- CD-Rom Drive
- 3 GB of Disk Space
- Internet connection recommended (enables updates and community features)
- Alive may work even if your computer does not meet the minimum video card requirements. If you are unsure if Alive will work on your computer please download OpenGL Caps Viewer and make sure your OpenGL version is 2.0 or higher (on the first tab of OpenGL Caps Viewer, next to OpenGL, it should say OpenGL 2.0 or higher).
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