VRŌM was a biometrically-driven virtual reality meditation experience. Participants were welcomed into a relaxing world that responded to the internal rhythms of their body. The hills and mountains would gently rise and fall, the hue of the lights would shift gradually and the clouds would inflate and deflate with their breath.
Guests entered a small, dark room, and sat on a small dais in the center. An attendant would help them put on a sensor-filled glove and Oculus headset. Once they were situated, the headset would fade to a low-poly landscape. The user sat on a virtual plateau and gazed out at the mountains surrounding them. Trees sat scattered in the valley below and tiny clouds floated overhead. As they relaxed and breathed slowly, the landscape would respond. Electronics in the glove monitored body temperature, skin conductivity and pulse rate. These were fed via Arduino and OSC to control various parameters in the Unity app.
VRŌM visualized and externalized typically unseen and internal forces. It created a feedback loop, a virtuous cycle of input and output, focusing the participants attention on their body’s conscious and unconscious promises. A medium as immersive and personal as VR has the ability to have powerful visceral consequences on its users (nausea being the most common example). With VRŌM, we sought other potential biological effects, and questioned what responsibilities as creators we had for the bodies of our audience.
Created in collaboration with Aron Altmark, Zhi-Feng Li and Beryl Brachman.