Current XR research system

Viscereality

Viscereality is a Quest-based biofeedback research system that links breathing, cardiac rhythm, oscillator-driven visuals, and visual state changes. It combines a participant VR runtime with an operator workflow for running repeatable research sessions around regulation, coherence, and embodied interaction.

Direction

System shape

Viscereality is a research system for making breath, heart rhythm, visual state, and operator workflow repeatable enough to study. It builds an environment where breath pacing, interoceptive feedback, oscillator-driven motion, and visual state changes can be aligned tightly enough to become experimentally meaningful.

The system has two visible parts. The participant runtime on Quest couples breathing sources, heart-rate signals, coherence metrics, and visual structure in real time. The Windows operator workflow keeps installation, launch, monitoring, telemetry, study-shell control, and session evidence outside the headset so research sessions remain stable and reproducible.

The description focuses on system architecture and design aims. Claims about participant outcomes belong in the cited proceedings or future participant data rather than in the interface description alone.

Current focus

  • Breath-linked visual interaction and respiratory pacing
  • Cardiac biofeedback and coherence-oriented training interfaces
  • Oscillator-driven particle systems and structured visual symmetries
  • Quest study tooling, transport, monitoring, and operator-shell design

Public systems and links

Translation

Why it matters

Viscereality matters because biofeedback VR only becomes researchable when participant experience, sensor reliability, visual behavior, and operator workflow are stable enough to repeat. Breath, heartbeat, coherence metrics, oscillator visuals, and study guidance have to survive headset thermals, transport issues, and operator burden together.

That makes the participant runtime and the Windows companion part of the same research object. One shapes the experience inside the headset; the other makes installation, launch, monitoring, and session evidence repeatable outside it.

System parts

  • Standalone Quest runtime with oscillator-driven particle rendering
  • Breath, heartbeat, coherence, and runtime-config pathways
  • Windows operator shell for launch, monitoring, installation, study guidance, and collaborator transfer
  • Publications across immersive systems, breath interaction, and coherence training

Status

  • The current release path supports collaboration with Hugo Critchley's lab at Sussex
  • The companion app handles install, launch, monitoring, and session guidance from Windows
  • General-purpose operator tooling follows once that workflow is stable enough to reuse cleanly

References

Current references

These are the main public papers and system links currently defining Viscereality. They anchor the breath, biofeedback, visualization, and study-tooling descriptions separately from broader aspirations about altered experience.

Papers and public outputs

Public systems and research links

  • Viscereality project site. viscereality.org describes the system and its current experiential framing.
  • Alius Research project page. aliusresearch.org/viscereality.html situates the project within its broader research context.
  • Current Quest runtime. The participant-facing runtime is described through viscereality.org, Mesmer Prism, and the cited papers; source release decisions follow the research collaboration requirements.
  • Viscereality Companion. The companion page, the public docs and downloads, and the source repository cover the Windows operator app, study-shell packaging, and public documentation.
  • Mesmer Prism GitHub. github.com/MesmerPrism indexes surrounding tooling and related research code that can be shared openly.

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