DG-LAB has updated the information related to its new 3.0 Version. As new and more detailed information become
available, we will update this page. Here is a detailed preview of all the changes:
Coyote 3.0 Updates
There is a lot of content on the details page, which is still under production. You can take a look at the text version
first.
Brand New Pulse Generation Module
Less Prickling Sensation & Stronger Impact
You may have experienced this: when the intensity is low, there
is almost no prickling sensation but the stimulation is not sufficient; however, when the intensity is increased, the prickling
sensation becomes more noticeable along with the increase in intensity.
The Coyote 3.0 is equipped with a brand
new pulse generation module, further optimized from 2.0, allowing for a "pounding sensation" even at higher intensities
and lessening the occurrence of a "pricking sensation."
Custom Frequency
Gain
Precisely Adjust Sensory Intensity for High and Low Frequencies
The output voltage of regular devices is influenced by frequency. For example, when
transitioning from high frequency to low frequency output, even though the intensity remains the same, users may feel a sudden
increase in intensity.
The Coyote 3.0 allows users to freely adjust the relative gain of the high and low frequency
parts within the waveform, enabling consistent or even greater disparity in tactile sensation across different frequencies.
Fourfold Waveform Precision
Restore Audio Rhythms Better And Greater Creative Freedom
The Coyote 3.0 can process 40 sets
of waveform data per second, four times more than Coyote 2.0, this greatly expands the freedom of customization for waveforms.
Additionally, when using audio conversion waveforms, higher precision allows for more accurate reproduction of audio rhythms,
making the pulses feel more consistent with the audio.
Larger Battery
Capacity & Higher Energy Efficiency
Reduced Heat, Significantly Improved Battery Life
The Coyote 3.0 has upgraded its battery capacity from 600mAh to
1000mAh. Furthermore, the new pulse generation module significantly enhances energy efficiency. This ensures that the device
operates with minimal heat generation, leading to a substantial increase in battery life.
Intelligent
Self-Check At Startup
Added Redundant Circuits For Double Assurance.
A quick self-check process has been added during startup. In addition to this, we have
prepared a set of backup circuits for the pulse generation modules of each channel. Even if the main circuit fails during
use, the backup circuit will immediately take effect, and any faults in the main circuit will also be detected during the
next self-check.
Downloadable Waveforms to the Device
Power-off Storage, Play Without a Phone
The Coyote 3.0 allows players to download their favorite waveforms to the Coyote from app as built-in modes, eliminating
the need for an app connection for usage. Additionally, these downloaded waveforms can be used for custom outputs in accessory
gameplay.
Accessory Networking Gameplay Officially Launched
Ultra-High
Freedom, Realize Your Wildest Fantasies
As the core feature of this update, we have designed a networking gameplay system centered around "Event Triggers,"
allowing the Coyote 3.0 to connect with up to six wireless sensors.
Players can freely set the detection mode and
triggered events of the sensors, controlling the unit to execute waveform output, temporary intensity changes, permanent intensity
changes, game time changes, start/stop game actions, and more.
In addition, one Coyote can also serve as an accessory
for other Coyotes to achieve multi-level networking, enabling one button to control multiple units in a chain.
Hardware Networking Without App
Improved Response Speed With Imperceptible Delay
During the development process, we
initially attempted a networking solution where the smartphone served as the central device, with the main unit and sensors
acting as peripherals.
However, we quickly found that due to limitations within the smartphone's Bluetooth system,
stability issues arose when simultaneously connecting multiple devices. Furthermore, the triggering information needs to be
relayed through the phone, causing players to experience noticeable delays when the punishment is activated/cancelled, leading
to confusion in assessing the safety range.
This issue is particularly severe during testing of edge control functionality.
(Related accessories are still undergoing optimization and will be launched once ideal performance is achieved.)
As a result, we have redesigned the current direct connection scheme. Sensors are now directly connected to the unit, and
the triggering logic for accessory gameplay is stored internally within the unit. Once settings are configured, the system
can operate automatically without the need for app connectivity.
This solution not only effectively addresses latency
issues but also completely supersedes the previous approach of using the smartphone as the central device. It also facilitates
easier expansion for additional functionalities in the future.
Multi-function
Button Accessory
One Device, N Modes of Play
The first sensor we have launched is a multifunctional wireless button, capable of detecting presses,
angles, tension, and changes in acceleration. It also supports external voltage detection, allowing users to achieve their
desired gameplay without the need for development. We will introduce more types of main devices and sensor accessories in
the future.
Here is a brief introduction to some basic gameplay applications. Multiple gameplay modes can be active
simultaneously, but one button can only be configured for one triggering mode at the same time.
1.
Forced Posture Training Gameplay
Configure multiple buttons to trigger when released. After starting the game, the player must keep all buttons pressed.
Otherwise, the unit will execute an punishment. Using the provided buckle accessories to fix the buttons on the wall or floor
as "anchor spots" achieves the goal of forced posture training.
Example Applications:
a. Fix two buttons high
on the wall so that players must stand on tiptoes to reach them, achieving the effect of enforced standing punishment.
b. Fix two buttons in a position where the arms can barely reach simultaneously when stretched to the left and right,
placing them slightly higher than the waist. Players must maintain an open-arm posture in a half-squat to avoid triggering
punishment.
c. Kneeling Mode: Players have both hands fixed behind their backs and need to maintain a kneeling
position, pressing the buttons fixed on the ground with their knees (remember to wear knee pads) and forehead. If there are
five buttons, you can also use them to restrict the positions of both hands.
2. Maintain
Stillness/Forced Movement Gameplay
Configure the buttons in acceleration detection mode and set a trigger for acceleration either below or above a certain
threshold. This allows for gameplay that enforces maintaining stillness or forces movement based on acceleration levels.
Example Applications:
a. Must maintain movement throughout the game, can be used in conjunction with the posture training gameplay mentioned
above;
b. Rapid movement will be punished, but the key is placed at a distance, and one must move slowly to reach
it.
c. Suspend buttons with thin ropes in locations such as hallways. Players need to cross the corridor and press
the button at the end to stop the game, but if they touch the suspended button and cause it to sway, a punishment will be
triggered.
d. After fixing the buttons on the body, scratching itch will trigger punishment if the body moves to
avoid.
3. Angle Detection Gameplay:
Configure the button in angle detection mode and set a safe
angle range. Once the tilt angle of the button exceeds the safe range, a penalty will be triggered. The button can be directly
installed on handcuffs provided by DG-LAB using a back clip, or it can be fixed at various positions on the body using straps.
Example Applications:
a. Players hold a ruler with both hands, and the button is fixed on the ruler. If it is not kept level, a punishment
will be triggered.
b. The button is installed on handcuffs, and players must keep both hands horizontally extended,
neither putting them down nor lifting them up.
c. The button is installed on ankle cuffs, and players must keep
their shins standing vertically. Lying down or moving will result in a punishment.
d. The button is fixed in front
of the chest with straps, and players must maintain a prone or kneeling position with the torso parallel to the ground.
4. Punishment for Resistance Gameplay
Utilize the provided strap accessory to configure the button as a tension sensor, connecting
it between handcuffs or ankle cuffs. If the player struggles and tightens the sensor, a punishment will be administered. The
tension sensor can also be connected between the player and a fixed object, thereby restricting the player's range of movement.
Example Applications:
a. In the previously mentioned forced posture gameplay, use tension sensors to secure both hands behind the back.
b. In the earlier penalty kneeling mode, eliminate the button that needs to be held to the forehead. Instead, connect
the collar to the ground via a tension sensor. Any attempt to lift the upper body will trigger the punishment.
5. Reaction Speed Gameplay
After configuring the buttons into reaction mode, it is possible to set the buttons to light up within
a random time range. At this point, players need to press the buttons within the specified time, otherwise, an event penalty
will be triggered. If pressed successfully, the buttons will randomly light up again, waiting for the next press.
Example Applications:
a. In conjunction with posture training/placement gameplay, it ensures that one must concentrate without relaxation
during the placement process.
b. In the aforementioned punishment kneel mode, the button that needs to be held
down by the forehead can be set to reaction mode, with a shorter random time interval. This way, one can only repeatedly press
the button by raising and lowering the head.
6. Random Trigger
Gameplay
After configuring
the button in random probability mode, you can set up to six events, and pressing the button will randomly trigger one of
them. You can also set a cooldown period after each trigger before it can be triggered again.
Example
Applications:
a. For
example, after pressing the button, there's a 33% chance of Channel A discharging for 10 seconds, a 33% chance of Channel
B discharging for 10 seconds, a 33% chance of both channels permanently increasing in intensity by 1, and a 1% chance of immediately
stopping the game. After each random event, there's a 60-second cooldown before the next randomization.
7. External Voltage Detection
To meet the DIY needs of players, we have designed an external voltage detection mode. By repurposing
the CC1 pin of the type-c interface as a voltage input, an event is triggered if it exceeds the threshold range. The button
also supports setting internal pull-up, directly detecting changes in external resistance.
Example
Applications:
a. Connect
the switch output of the liquid level sensor module to the button. When the target container reaches a certain liquid level,
the module's output changes from low level to high level, thereby triggering the button threshold detection to stop the game.
Independent review can be found here ===>> Coyote Review
NOTE: The package you receive
is the Basic Package as shown in the picture at the end of this product description. It does not include the egg.
We will now include two conductive silicone loops with the Basic Package.
The lead wires to the Coyote have a 2.5mm audio jack that plugs into the power box and uses
standard 2mm (TENS) pins for the electrode connection. You may need and adapter if the electrode you use or select has
a 4mm (Banana) socket connection.
This is the package that you get with your purchase.
Lights on the eyes flash and alternate as the routines are played.