Sensus is the prototype of a virtual neurofeedback method and an approach for its visual and conceptual implementation in relation to stress and stress management.
Stress is an omnipresent term for many people and describes the physical and psychological reaction to a situation that is perceived as unmanageable. One method of reducing stress is the feedback of physical processes (so-called biofeedback). Can new technologies be supportive here?
01_scrunch
02_disappear
05_shake
06_push-away
03_cluster
04_explode
07_deform
08_flatten
It is known that skin conductivity, breathing, pulse and brain waves can provide information about the current perception of stress.
Initial experiments in virtual space were used to determine which functions are possible with the EEG headset and how interaction can ultimately take place in virtual space. Eight different formal changes, starting from a sphere, could be controlled through targeted concentration or meditation. The experiments showed that the sphere was easier and more targeted to control using concentration than meditation. The VR worlds created are therefore controlled using the concentration values from the EEG headset.
The rooms are accompanied by their own soundscape. The alienated natural sounds are selected according to conventional connotations of the formal nature of the worlds.
In its abstraction and design, each individual virtuality thematizes its own subjective metaphor for coping with stress.
Virtuality A
Virtuality B
Virtuality C
A dashboard can be used to visualize the EEG data and ultimately the effect of the VR application on the user. However, the interpretation and evaluation of the data will not be covered in this thesis.
The virtual world has an immersive and emotional focus of the experience and the dashboard provides informative clarification.
This work does not claim to be used in therapy, which is why it was only tested on a few test subjects. It is certainly oriented towards the neurological and psychological basics of the topic. However, the focus is on the attempt to translate a neurofeedback exercise into virtual reality and is a prototype for the implementation of such a methodology.
Sensus is the prototype of a virtual neurofeedback method and an approach for its visual and conceptual implementation in relation to stress and stress management.
Stress is an omnipresent term for many people and describes the physical and psychological reaction to a situation that is perceived as unmanageable. One method of reducing stress is the feedback of physical processes (so-called biofeedback). Can new technologies be supportive here?
01_scrunch
02_disappear
03_cluster
04_explode
05_shake
06_push-away
07_deform
08_flatten
It is known that skin conductivity, breathing, pulse and brain waves can provide information about the current perception of stress.
Initial experiments in virtual space were used to determine which functions are possible with the EEG headset and how interaction can ultimately take place in virtual space. Eight different formal changes, starting from a sphere, could be controlled through targeted concentration or meditation. The experiments showed that the sphere was easier and more targeted to control using concentration than meditation. The VR worlds created are therefore controlled using the concentration values from the EEG headset.
The rooms are accompanied by their own soundscape. The alienated natural sounds are selected according to conventional connotations of the formal nature of the worlds.
In its abstraction and design, each individual virtuality thematizes its own subjective metaphor for coping with stress.
Virtuality A
Virtuality B
Virtuality C
A dashboard can be used to visualize the EEG data and ultimately the effect of the VR application on the user. However, the interpretation and evaluation of the data will not be covered in this thesis.
The virtual world has an immersive and emotional focus of the experience and the dashboard provides informative clarification.
This work does not claim to be used in therapy, which is why it was only tested on a few test subjects. It is certainly oriented towards the neurological and psychological basics of the topic. However, the focus is on the attempt to translate a neurofeedback exercise into virtual reality and is a prototype for the implementation of such a methodology.
© Benita Martis 2024