Hand and ankle cuffs black-yellow
The new restraint system makes it possible to attach the "PawPrints" wireless buttons to the restraint via a back clip. After networking with Coyote 3.0, feedback can be given on body movements and angles.
Features:
1. Egonomic design: the overall shape of the restraints and the position of the D-rings have been carefully designed. When put on, the restraints form an oval shape instead of a perfect circle, which corresponds to the physiological structure of the human joint.
2. Adjustable side lock buckle: Compared to direct locking on the belt pin, the adjustable hole spacing between each hole is smaller, allowing for more precise size adjustment. This prevents one hole from being too tight and the next too loose.
3. Improved craftsmanship: the wide belt, which fits snugly around the joint, has no sharp edges.
4. Intended design for putting on: Once the restraints are put on, the buckle is on the back of the hand or the side of the foot, with three side-by-side D-rings on the inside of the joint. The middle D-ring is used to connect the two restraints, while the upper and lower D-rings are used to connect them to other restraint devices upwards, downwards or in other directions.
"PawPrints" Wireless Buttons
This is a new wireless sensor suitable for Coyote 3.0 and cannot be used alone.
Please confirm that you already have a Coyote 3.0 unitt before placing an order.
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.