Flying dreams have the potential to evoke a feeling of empowerment (or self-efficacy, confidence in our ability to succeed) and self-transcendent experience (STE), which have been shown to contribute to an individual’s overall well-being. However, these exceptional dreaming experiences remain difficult to induce at will. Inspired by the potential of Virtual Reality (VR) to support profound emotional experiences, we explored if a VR flying interface with more embodied self-motion cues could contribute to the benefits associated with flying dreams (i.e., STE and empowerment). Our results indicated that a flying interface with more self-motion cues indeed better supported STE and empowerment. We derived several design considerations: obscurity, extraordinary light and supportive setting. Our results contribute to the discourse around design guidelines for self-transcendence and empowerment in VR, which may further be applied to the improvement of mental well-being.
Projects
- Cybersickness Survey: Key Factors and Prevention/Reduction Strategies
- Cybersickness & Benchmarking Tutorial at ISMAR 2024
- 1st International Workshop on Standardization in Cybersickness Research
- Pathways to flourishing
- Awedyssey: VR for promoting and enhancing well-being
- VR Sickness Benchmark System
- Multisensory Contributions Illusory Self-Motion (Vection)
- Designing with Biosignals Workshop at ACM DIS 2023
- ETC — Embodied Telepresent Connection
- Synedelica
- Autoethnographic Close Reading of Self-transcendent VR Experiences
- Novel Cybersickness Measures and Countermeasures BoF
- Telepresence
- HyperJump flying to combat motion sickness
- Design Strategies for Genuine Connection
- Concurrent locomotion and interaction in VR
- Star-Stuff: a way for the universe to know itself
- SIRIUS — Virtual Earthgazing to mitigate effects of sensory isolation
- Leaning-based interfaces improve ground-based VR locomotion
- Virtual Transcendent Dream
- Breath of Light
- Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm
- VR Locomotion Interfaces Survey: How to Move in VR?
- Body RemiXer
- Lucid Loop: A Virtual Deep Learning Biofeedback System for Lucid Dreaming Practice
- Connecting through JeL – bio-responsive VR for interpersonal synchronization
- Embodied & Intuitive Flying for VR, Gaming, and TeleOperation
- Connected through “AWE”: creating immersive experiences for social connection
- Gamified Research
- Virtual Earthgazing — towards an overview effect in Virtual Reality
- Lean and Elegant Motion Cueing in VR
- Transition into VR: TransLocation
- Embodied Self-Motion Illusions in VR
- InExChange
- Virtual Earthgazing
- Flow
- FaceHaptics: Robot Arm based Versatile Facial Haptics for Immersive Environments
- BioSpaceVR
- Immersive Installation for Creative Expression and Public Performance: Transcending Perception
- NaviBoard: Efficiently Navigating Virtual Environments
- 3D User Interfaces Course
- VR/MR/AR 4 Good: Creating with a Purpose
- Navigation Interface Tutorial
- Navigational Search in VR: Do Reference Frames Help?
- Pulse Breath Water
- Lost Spirit
- Immersive & Embodied Teleoperation Interfaces
- state.scape: EEG-based Responsive Art Installation
- Biofeedback in VR — SOLAR
- Motion Seats for VR
- VR in Architecture Design & Review
- Cross-Disciplinary ‘Immersion’ Framework
- The Tabletop Makerspace
- Gyroxus Gaming Chair for Motion Cueing in VR
- Dynamic Visual Cues for Spatial Updating
- Navigational Search in VR: Do we need to walk?
- Spatial Cognition in VR vs. real world
- iSpaceMecha
- Path Integration in 3D
- Auditory Navigation Displays
- Sympathetic Guitar
- Spatial Updating With(out) Physical Motions?
- Sonic Cradle
Active
Completed