Mirjana Prpa



Alumnus (PhD Student in iSpace Lab)


mprpa at sfu.ca



Mirjana Prpa is an archi­tect, a vir­tual real­ity utopian and a grad­u­ate stu­dent ­ researcher at iSpace lab for Virtual Reality at School of Interactive Arts and Technology, Vancouver, Canada. She received a Master Degree in archi­tec­ture from the University of Novi Sad, Serbia, and has worked mainly on ephemeral designs for per­for­mance art projects includ­ing projects for the­aters and open public spaces. Her cur­rent research is in user per­son­al­ized spaces that are cre­ated based on user’s emo­tional states and traits res­onate with the envi­ron­ment (vir­tual and physical).


Virtual Earthgazing - towards an overview effect in Virtual Reality

How can we use immersive VR to give people pivotal positive experiences without having to send them out into space?   “We went to the Moon as technicians, we returned as humanitarians” reflected Edgar Mitchell after his space flight. This describes the overview effect – a profound awe-inspiring experience of seeing Earth from space resulting in a cognitive shift in worldview, le...

Pulse Breath Water

Pulse Breath Water is an immersive virtual environment manipulated by the pulse of a participant’s breath that provokes and challenges the interaction between a user and the substantial element of the environment: water. The system “senses” the participant, while the participant’s breathing feeds the system. The process is a symbiotic play between internal human processes [biosensing t...

state.scape: EEG-based Responsive Art Installation

State.scape: Using EEG-based brain-computer interfaces for a responsive art installation State.scape is an interactive installation in which audio-visuals are generated from users affective states (engagement, excitement, and meditation). The installation relies on a brain-computer interface based virtual environment and sonification, which both served as a platform for the exploration of users...

Biofeedback in VR - SOLAR

Resonance in Virtual Environments: hacking biofeedback for altering user's affective states How can we combine immersive virtual environments (VE) with biofeedback and gamification to foster relaxation, de-stressing and meditative states? That is, instead of increasing sensory overload, can we use the immersive and affective potential of VE and gamification to assist especially novice meditato...

Sonic Cradle

Sonic Cradle suspends the body is a completely dark chamber which encourages experiences comparable to mindfulness meditation.  Users compose peaceful soundscapes in real-time using only their breathing. [vimeo 35764652] Introduction and demo of the Sonic Cradle Sonic Cradle is a relaxing human-computer interaction paradigm designed to foster meditative attentional patterns.  The current p...


Jordan, J. D., Prpa, M., Feuereissen, D., & Riecke, B. E. (2014). Comparing the Effectiveness of Stereo Projection vs 3D TV in Inducing Self-Motion Illusions (Vection). 128. https://doi.org/10.1145/2628257.2628360
Riecke, B. E., Jordan, J. D., Prpa, M., & Feuereissen, D. (2014). Underlying Perceptual Issues in Virtual Reality Systems: Does Display Type Affect Self-Motion Perception? [Talk]. 55th Annual Meeting of the Psychonomic Society (Psychonomics), Los Angeles, USA.
Prpa, M., Miucin, S., & Riecke, B. E. (2014). Using an EEG-based brain-computer interfaces for a responsive art installation [Poster]. ACM Symposium on Computational Aesthetics (CAe), Vancouver, Canada. http://expressive2014.mpi-inf.mpg.de/
Prpa, M., Miucin, S., & Riecke, B. E. (2014). Towards User Personalized Environments: an Artistic Exploration Using an EEG-Based Brain-Computer Interface, [Poster]. Academy of Neuroscience for Architecture (ANFA) Conference, La Jolla, CA, USA.
Prpa, M., Cochrane, K., & Riecke, B. E. (2015, September 24). Hacking alternatives in 21st century: Designing bio-responsive virtual environment for stress reduction. MindCare 2015, Milano, Italy.
Prpa, M., Quesnel, D., Vidyarthi, J., Kitson, A., & Riecke, B. E. (2016, May). Sonic Cradle - Immersive interaction design combining breathing- and neurofeedback to foster focused attention meditation on breath [Poster]. 2nd International Conference on Mindfulness, Rome, Italy. http://www.cmc-ia.org/icm2016rome/
Prpa, M., Tatar, K., Pasquier, P., & Riecke, B. E. (2016, May). Living In A Box: Potentials and Challenges of Existence in VR [Talk]. Consumer Virtual Reality (CVR) Conference, Vancouver, BC, Canada.
Prpa, M., Riecke, B. E., & Miucin, S. (2015). State.scape: a brain as an experience generator. 1–4.
Prpa, M., Tatar, K., Pasquier, P., & Riecke, B. E. (2016, November). Pulse Breath Water. Exhibition presented at the MUTEK International Festival of Digital Creativity and Electronic Music: MUTEK_IMG + VR Salon, Montreal, Canada.
Prpa, M., Tatar, K., Riecke, B. E., & Pasquier, P. (2017). The Pulse Breath Water System: Exploring Breathing as an Embodied Interaction for Enhancing the Affective Potential of Virtual Reality. In S. Lackey & J. Chen (Eds.), Virtual, Augmented and Mixed Reality (VAMR 2017) (Vol. 10280, pp. 153–172). Springer.
Kitson, A., Prpa, M., & Riecke, B. E. (2017, October 6). Designing virtual environments for breath-awareness and eliciting positive affective states [Poster]. 3rd Annual Innovations in Psychiatry and Behavioral Health: Virtual Reality and Behavior Change, Stanford University, CA, USA. https://med.stanford.edu/cme/courses/2017/psychiatry17.html
Stepanova, E. R., Quesnel, D., Kitson, A., Prpa, M., & Riecke, B. E. (2017, November). Virtual Reality as a Tool for Inducing and Understanding Transformative Experiences [Poster]. Psychonomic Society 58th Annual Meeting, Vancouver, BC, Canada.
Stepanova, E., Quesnel, D., Kitson, A., Prpa, M., Aguilar, I., & Riecke, B. E. (2018, June). A framework for studying Transformative Experiences through VR [Symposium presentation]. 23rd Annual CyberPsychology, CyberTherapy & Social Networking Conference, Gatineau, Canada. http://interactivemediainstitute.com/cypsy23/
Prpa, M., Tatar, K., Francoise, J., Riecke, B. E., Schiphorst, T., & Pasquier, P. (2018). Attending to Breath: Exploring how the cues in virtual environment guide the attention to breath and shape the quality of experience to support mindfulness. DIS ’18 Proceedings of the 2018 Conference on Designing Interactive Systems, 71–84. https://doi.org/10.1145/3064663.3064671
Kitson, A., Prpa, M., & Riecke, B. E. (2018). Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations. Frontiers in Psychology, 9, 1–19. https://doi.org/10.3389/fpsyg.2018.01354
Prpa, M., Tatar, K., Pasquier, P., & Riecke, B. E. (2016, March). Pulse Breath Water [Exhibition]. scores+traces (group exhibition), One Art Space, NY, USA.
Prpa, M., Stepanova, E. R., Schiphorst, T., Riecke, B. E., & Pasquier, P. (2020). Inhaling and Exhaling: How Technologies Can Perceptually Extend our Breath Awareness. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1–15. https://chi2020.acm.org/
Prpa, M., Tatar, K., Pasquier, P., & Riecke, B. E. (2016, July). Pulse Breath Water [Exhibition]. P.O.E.M.A. by Regina Miranda, Oi Futuro Flamengo, Rio de Janeiro, Brazil.