Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems 2016
DOI: 10.1145/2851581.2889442
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PsychicVR

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Cited by 51 publications
(12 citation statements)
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“…Most HCI designs rely on ambiguous audiovisual feedback to map one's current internal processes related to meditation states into external objects. For example, the intensity of the light of a candle [3], the sounds of the sea [48], the amount of leaves on a tree [45]. Nevertheless, we found that mapping one's performance during meditation back to the body could be an interesting design concept.…”
Section: Targeted Haptic Feedback From Mindful Body Sensationsmentioning
confidence: 92%
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“…Most HCI designs rely on ambiguous audiovisual feedback to map one's current internal processes related to meditation states into external objects. For example, the intensity of the light of a candle [3], the sounds of the sea [48], the amount of leaves on a tree [45]. Nevertheless, we found that mapping one's performance during meditation back to the body could be an interesting design concept.…”
Section: Targeted Haptic Feedback From Mindful Body Sensationsmentioning
confidence: 92%
“…We find this to be an interesting design input for meditation systems, as regardless of the feedback implemented in the system, the concept of vertical movement could be used to facilitate transition between meditation stages with the goal of achieving a mindfulness state. The introduction of vertical movement to assist the stage of becoming mindful has been explored in some interactive systems for meditation through audiovisual feedback in immersive virtual reality [3,48]. Nevertheless, we think that this could be enhanced by using haptic feedback recreating the physical sensations in particular body locations associated with each meditation stage ( Table 1).…”
Section: Vertical Movement: Becoming Mindful Vs Mind-wanderingmentioning
confidence: 99%
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“…PsychicVR [2] aims to increase mindfulness by providing visual feedback based on EEG activity to trigger reflections on focus. Lucid Loop [43] presented a virtual reality (VR) experience for practicing lucid dreaming by bringing forth the user's biovitals to aid in self-reflection.…”
Section: Metacognitivementioning
confidence: 99%
“…This allows the usage of the body both as a mean for interaction but also as a goal on itself [57], ranging from ludic to Assistive technologies. Research has been performed using breathing and brain activity to control VR games [2,62,79] with applications ranging from ludic to contemplative/meditative. Serious games sit at the intersection between ludic and assistive, such as the usage of breathing therapy for kids with attentiondeficit or hyperactivity disorders [77,78].…”
Section: From Quantification To Implicit Controlmentioning
confidence: 99%