Bioresponsive virtual reality
Viscereality
Viscereality is a bioresponsive virtual-reality research system that turns breathing into changes across an immersive visual environment. Its published design work combines spatial respiratory feedback with particle-based and oscillator-organized visuals. A preregistered empirical manuscript tests how the environment affects guided box breathing and subjective experience.
Design lineage
Breathing made spatial
The 2025 Viscereality workshop paper describes a system that maps breathing onto dynamic, spatialized particle feedback. Coupled oscillators organize symmetry in the visual field, giving the respiratory signal a changing spatial form (Fejer et al., 2025).
A 2026 proceedings article, Breathing Space, extends this published design lineage to spatial mappings of breath and cardiac biofeedback for affective-state representation and coherence training. It establishes the publication history of those design ideas; it is not evidence that the system is clinically effective (Fejer et al., 2026).
These papers explain how Viscereality represents physiological signals. The empirical question is narrower: whether the responsive visual environment is associated with closer synchronization to a guided breathing rhythm, and how participants describe the experience.
Published design
- Spatial visual feedback linked to breathing
- Particle-based immersive visuals
- Coupled oscillators that organize visual symmetry
- Breath and cardiac biofeedback as design inputs
Reading the evidence
- The published papers document the design lineage.
- The empirical results come from a separate manuscript.
- The manuscript reports associations, not proof of a mechanism.
- The study does not establish therapeutic or clinical benefit.
Empirical manuscript
Study design and sample
The preregistered manuscript reports a within-subject study with three guided box-breathing blocks: a black screen, a high-symmetry Viscereality condition, and an asymmetric Viscereality condition. Each block used a 4-4-4-4 rhythm. The study design is described in the unpublished manuscript (Fejer et al., unpublished manuscript). The preregistration is publicly available (AsPredicted, qc3rz2).
Forty-seven people were tested. Eight were excluded under the manuscript's phase-locking-value signal-quality criterion, leaving 39 in the analysis. The sample was not systematically assessed for previous experience with VR, meditation, breathwork, or psychedelics (Fejer et al., unpublished manuscript).
Conditions
- Black-screen guided breathing
- High-symmetry responsive VR
- Asymmetric responsive VR
- Within-subject comparison across all three blocks
Sample accounting
- 47 participants tested
- 8 excluded by the stated signal-quality criterion
- 39 participants analyzed
Results
Breathing and subjective experience
The manuscript reports stronger phase locking to the guided breathing rhythm when the two VR conditions were pooled and compared with black screen (W = 169, p = .002, r = .51). The high-symmetry and asymmetric conditions did not reliably differ (W = 346, p = .548). The result therefore supports a VR-versus-black-screen association, not a demonstrated advantage for symmetric visuals (Fejer et al., unpublished manuscript).
Of three pictographic measures related to the sense of self, only spatial frame of reference survived correction. Participants reported a more spatially extended frame in VR than with the black screen. This was a single-item measure and may be vulnerable to demand characteristics (Fejer et al., unpublished manuscript).
Differences in altered-state ratings were also mainly between VR and black screen. No symmetric-versus-asymmetric outcome survived correction. Reports of elementary imagery and audio-visual synesthesia are especially difficult to interpret because the VR conditions contained dynamic visuals while the control was black (Fejer et al., unpublished manuscript).
What the manuscript reports
- Closer synchronization with the breathing guide in pooled VR conditions
- No reliable difference between the two active VR conditions
- A more spatially extended frame of reference in VR
- Altered-state differences concentrated in VR-versus-black-screen comparisons
What remains open
- The contribution of respiratory responsiveness versus visual stimulation
- Whether a matched non-responsive visual control would produce similar results
- How prior VR, meditation, breathwork, or psychedelic experience affects responses
- Whether multi-item measures reproduce the spatial-frame finding
Limits
What the study does not establish
The black-screen control cannot separate the effect of respiratory coupling from the effect of seeing a dynamic immersive environment, or from the combination of the two. A matched visual condition that does not respond to breathing is the next mechanistic comparison identified in the manuscript. Until then, the results do not show that bioresponsiveness itself caused the reported differences (Fejer et al., unpublished manuscript).
The manuscript does not establish clinical benefit, therapeutic efficacy, or altered-state induction as a general property of Viscereality. It also does not show that symmetric visuals are superior to asymmetric visuals. The findings are best read as an initial, preregistered comparison that narrows the questions for a better-matched control study (Fejer et al., unpublished manuscript).
References
References
Published sources document Viscereality's design lineage. The study results and limitations above are attributed to an empirical manuscript that does not yet have a stable public URL.
Study and publications
- George Fejer, Till Holzapfel, Taru Hirvonen, Johannes Blum, Anestis Lalidis Mateo, Michael Gaebler, and Bigna Lenggenhager. "Viscereality: Empirical Validation of a Bioresponsive Virtual-Reality Breathing Environment with Dynamic Particle-Driven Aesthetics to Improve Box Breathing and Modulate Altered States of Consciousness." Unpublished manuscript.
- George Fejer, Till Holzapfel, Taru Hirvonen, Anestis Lalidis Mateo, Johannes Blum, Michael Gaebler, and Bigna Lenggenhager. "Breathing Space: Spatial Mapping of Breath and Cardiac Biofeedback for Affective State Representation and Coherence Training in Viscereality." Proceedings of the 1st International Conference on Human-Computer Interaction in the Alps. ACM (2026).
- George Fejer et al. "Viscereality: A Bio-responsive VR System for Breath-Based Interactions and Coupled Oscillator Dynamics to Augment Altered States of Consciousness." Mensch und Computer 2025 - Workshopband. Gesellschaft für Informatik e.V. (2025).
Public records
- AsPredicted. "Viscereality preregistration (qc3rz2)." Preregistration.
- The Viscereality Project. "The Viscereality Project." Official project website. Accessed August 7, 2026.