A Meditative Virtual Reality Game
Controlled by Deep Diaphragmatic Breathing
As part of my PhD at the GEMH lab of the Radboud University, I conducted multiple studies on the efficacy of DEEP including smaller pilot studies, an implementation trial in special eduction, and a Randomized Controlled Trial with anxious undergraduates. I also wrote a viewpoint paper inspired by DEEP which includes guidelines for the research and design of biofeedback interventions. The results of the studies demonstrated DEEP's ability to help youth manage their anxiety.
The DEEP team is now working hard to bring DEEP to the masses and I am assisting the team by facilitating collaborations with new care partners and exploring new ways in which DEEP could contribute to people's wellbeing.
An Interactive Installation for Youth to Express and Manage their Emotions
Visible voice ('Spiegelstem') aims to provide a safe, inviting, and playful environment for youth to cope with feelings of aggression and restlessness. In the Visible Voice room youth can express their emotions by using their voice and movement which is translated to visual images by a multi-media installation. The project is developed in co-creation with youths from residential care and special education, teachers, caretakers, designers and programmers.
In this project I help the team with formulating as well as findings ways to answer research questions related to the efficacy and practicality of the instalation.
A VR project that allows participants to discover and choreograph their inner world
This project led by Niki Smit and Sarah Ticho combines immersive storytelling, neuroscience and play. Participants receive a variety of creative tools to visualize their embodied emotional experience on a 3D body. In addition, participants are given the opportunity to interact and even dance with their creation.