Inspiration

  • Stress is invisible until it isn't. Most of us don't notice we're tense until our shoulders are up at our ears.
  • Your skin notices first. When stress hits, your sweat glands react within a second or two, before you feel anything.
  • Waiting for surgery is one of the most stressful moments in a hospital, and patients usually just sit there with it.
  • We wanted to make that hidden signal visible and turn calming down into a game.

What it does

  • A small board on your hand reads your skin through two finger straps and turns it into a live stress level.
  • It learns your own calm level in about a minute, then tracks how far you drift from it.
  • Lanturn is a calming game for patients waiting before surgery. It runs in any browser.
  • It has three activities:
    • Roots: trace a glowing vine by pointing your finger.
    • Sight: a 5-4-3-2-1 grounding game where you find hidden things.
    • Glow: take a deep breath, and the lantern waits until your body responds.
  • The world reacts to you. Calm brings out an aurora and brighter stars. When stress stays high, the lantern steps in and makes the activity easier.
  • The lantern talks in a calm voice and asks you to say kind words back, like "I am safe right now."
  • The patient never sees a number. A separate nurse view shows the stress timeline and which activity calms that patient most.

How we built it

  • Hardware: a Seeed XIAO nRF52840 Sense with a Grove GSR sensor. The board's built-in motion sensor turns your finger into a pointer.
  • Firmware: reads the skin sensor 500 times a second and averages that down to 10 readings a second. That averaging also cancels the hum from power lines, in both 50 Hz and 60 Hz countries.
  • Stress engine (Python):
    • Throws out bad readings (no contact, loose straps, sudden jumps) instead of guessing.
    • Spots each quick skin response, and checks its shape to tell it apart from a strap shifting.
    • Compares everything to your own baseline, because skin readings vary a lot between people and between days.
    • Combines how often you react with how much your overall level has risen into one 0 to 100 score.
    • Waits a few seconds before switching between calm and stressed, so the game doesn't flicker.
  • Finger pointing: we track which way your finger points, not where it moves, because tracking position drifts within seconds.
  • Server: streams everything live to the game and records every session, so we can replay it and tune the thresholds.
  • Game: HTML and JavaScript in the browser.
  • Voice: Cartesia Sonic 3.6 gives the lantern its voice, and Cartesia ink-whisper hears the player's kind words.

Challenges we ran into

  • The official formula was wrong by 10x. Seeed's wiki assumes a 20 kΩ resistor, but the board uses 200 kΩ. We only found it by reading the schematic.
  • New straps need time to settle. Dry pads can double their reading in the first few minutes, which looks like panic. We made the baseline wait until the signal settles.
  • Moving your hand looks like stress. We filter out readings that jump too fast and responses that start while the hand is moving.
  • Breathing and talking raise the reading too. The game tells the sensor when it asks for a breath or a spoken word, so those don't count as stress.
  • Two sensors on one tiny board. We had to read the motion sensor without throwing off the skin sensor's timing.
  • No ground truth. You can't label your own stress in the middle of a hackathon, so we built a simulator and wrote 31 tests against it.

Accomplishments that we're proud of

  • A working wearable that goes all the way from raw sensor to a game that reacts live.
  • Getting the physics right when the official docs were wrong.
  • A game that adapts to your body without ever showing a stress number.
  • One device that does two jobs: it reads your stress and it's your controller.
  • A nurse view that shows which activity helps each patient most.

What we learned

  • The sensor measures arousal, not stress. Excitement, talking, deep breaths and heat all raise it too.
  • About 10 to 20% of people barely react on this kind of sensor, so the system has to notice that and say so.
  • The body is slow. Skin responses lag 1 to 3 seconds and the overall level can lag up to a minute, so slow, calm games work better than fast ones.
  • Read the schematic, not the wiki.

What's next for Lanturn

  • Test with real patients and compare against how they say they feel.
  • Build an enclosure so it's one comfortable wearable.
  • Add heart rate to tell excitement apart from distress.
  • Go wireless over Bluetooth.

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