Current XR research system
Viscereality
A Quest-based bioresponsive VR platform pairing a participant-facing runtime with a Windows operator surface for breath-linked interaction, coherence training, oscillator-driven visuals, and study control.
Till Holzapfel
Mesmer Prism is a writing and systems practice around altered perception, weakly bounded embodiment, and forms that stay legible while they change. I return to how one might live with transformation without giving up coherence: how strange perception can be taken seriously without hardening into dogma, how bodies can stay porous and inhabitable, and how forms can loosen and gather again without dissolving into noise. Plasmatic Multitudes is one name for that inquiry.
Organized surface
The work splits between public-facing projects and deeper private notebooks. This section keeps the public edge legible: what is live, what is published, and where each thread currently touches the world.
Current XR research system
A Quest-based bioresponsive VR platform pairing a participant-facing runtime with a Windows operator surface for breath-linked interaction, coherence training, oscillator-driven visuals, and study control.
Writing and design research
A design and writing program on semi-corporeal and weakly bounded bodies, linking avatar embodiment, pain translation, media genealogy, and installation reinterpretation around legible transformation.
Writing and conceptual synthesis
A four-part coupling framework for practice, tools, narrative, and emergent coordination across somaesthetics, technics, social mind, and morphogenesis.
Altered perception and induced vision
A research-informed non-pharmacological platform for guided state shifts, built around rhythmic stimulation, fractal fluency, immersive framing, and interactive regulation instead of a loose digital-psychedelic pitch.
Simulated psychedelic vision
A source-aware review line on DeepDream, hallucination-machine methods, community replication culture, and the narrow conditions under which simulated psychedelic vision can be claimed.
Static motion and perceptual mechanics
A mechanism-first archive on peripheral drift, Rotating Snakes, and adjacent static motion illusions, kept close to eye-movement, luminance, and filter-design evidence.
Imagery, suggestion, and mechanism
A source-led synthesis on imagery variation, absorption, expectancy, hypnotic suggestibility, and how subjective variation meets physiology, lesion evidence, and newer shared-code findings.
Retinal stimulation and patterned light
A bounded archive around the Russian fractal-phototherapy line and its retinal, ophthalmic, lighting, and comparator literatures.
Code and prototyping surface
The public code surface includes the current Quest runtime, the Windows operator app, browser prototypes, and research tooling that sit behind the writing and systems work.
Selected outputs across immersive systems, psychophysics, breath interaction, and XR communication.
My background moves between cognitive science, HCI, psychophysics, media theory, and research writing. I use writing to stabilize concepts, lineages, and claims, then carry those questions into XR systems, browser simulations, physiological sensing, and embodied prototypes.
Across Plasmatic Multitudes, SANE, Brain Candy, Deep Dream, Optical Movement Illusions, Phenomenological Control, and Fractal Optics, I keep returning to altered perception, weakly bounded bodies, phenomenological variation, and the practical conditions that make strange experience legible without flattening it.
If you are building something across XR, altered perception, embodiment, research tooling, or interdisciplinary writing and design, I am happy to talk.