Cleveland Cavaliers point guard Kyrie Irving showed off a full-body wearable at the NBA Finals press conference, hours before the final match against the Golden Gate Warriors. And it could give the wearable’s maker, SubPac, the marketplace’s championship crown.
The wearable in question provides “tactile sound” that allows you to feel music or sound throughout your entire body.
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Irving didn’t mention if he is partnered with SubPac, only saying to press “you’ll be hearing about it soon.” It may be possible he was using the wearable during training, though for what purpose, we don’t know.
The SubPac that Irving wore is different to the product in the startup’s YouTube video, posted in late 2015. That may be what Irving was referring to when he hinted at news coming soon; a new version with enhancements and a new design.
If Irving is the poster boy for SubPac, we suspect the new version may have some sports-related functionality, like simulated force while shooting or dribbling in training.
SubPac currently aimed at music and VR
The current SubPac is marketed at music and virtual reality, both can utilize biometrics to provide a full body experience. SubPac also has a body wearable for people sitting down, the S2, which could be more useful for video gamers.
Some video game firms have delved into biometrics in the past, including Half Life and Portal developer Valve. In an interview with The Verge, Valve director Gabe Newell said:
“We think that, unlike motion input where we kind of struggled to come up with ideas, [there’s potential in] biometrics.We have lots of ideas.”
With the first Steam VR headset, the HTC Vive VR, launched earlier this year, we may see Valve’s first attempts at biometric feedback in game. Other developers are looking into the effects biometrics can have on gameplay, like changing a level depending on the player’s heart-rate.
Full body wearables that provide vibration could be valuable in other areas, including training simulations for firefighters, police officers, and soldiers. SubPac has not mentioned any of these areas as potential market, sticking with the music focus for its current wearables.