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Juho Hamari

7 papers in the library · 11 citations · publishing 2022-2026

Papers

Psychedelic VR Experience: An Exploratory Study on Cosmic Flow

November 9, 2022 Sangwon Jung, Oğuz Buruk, Juho Hamari 11 citations

A user experience study of the commercial psychedelic virtual reality application Cosmic Flow found that the experience is characterized by moderate interaction, personal reflection, and VR ergonomics. From interviews with six participants, seven design considerations emerged for psychedelic VR: non-active engagement, positive indolence and idleness, non-invasive multi-sensory modalities, creative and introspective activities, effects of priming, virtual nature, and comfortableness. These findings guide designers and researchers working on similar experiences.

Mind-Altering Digital Technologies: A Scoping Review

International Journal of Human-Computer Interaction July 10, 2026 Terho Ojell-Järventausta, Anatolii Belousov, Mila Bujić et al.

A scoping review of 24 empirical or proof-of-concept studies examined digitally induced altered states of consciousness (DIAL), finding immersive virtual reality, biofeedback, and artificial intelligence as the most prominent technologies, with visual, auditory, and light stimulation as common modalities. Most studies relied on self-reports, focusing on psychophysiological effects or individual differences, while only half reported effect sizes. As the first review to use the DIAL concept, it critically examines existing literature and outlines avenues for further research.

Embodiment in virtual reality: an experiment on how visual and aural First- and Third-person modes affect embodiment and mindfulness

Virtual Reality March 14, 2025 Isak de Villiers Bosman, Mila Bujić, L. Cosio et al.

A first-person visual perspective in virtual reality body-scan meditation increased perceived body schema change, but did not affect acceptance of virtual body ownership or control/agency. Audio perspective had no effect on these outcomes. Participants with low immersive tendencies experienced greater body schema change in the first-person visual condition than in the third-person condition. Few participants could articulate their experience in terms of audio. The findings extend understanding of altered self-representations for mindfulness and the design of sound, perspective, and embodiment in virtual reality.

Virtual Reality for Mindfulness: Aspects for Helping or Hindering Focus and Practice

International Conference on Entertainment and Media in the Ubiquitous Era October 8, 2024 I. D. W. Bosman, Mila Bujić, L. Cosio et al.

Virtual reality can help some people focus during a guided body-scan meditation by providing audio-visual points of attention, but for others these same features become a source of distraction. The findings highlight both the potential and the pitfalls of using VR for mindfulness and relaxation, and point to the need for further research on interactivity, novelty, self-representation, and whether VR practice transfers to everyday mindfulness.

Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective

ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play October 6, 2023 Anatolii Belousov, Terho Ojell-Järventausta, Mila Bujić et al.

Digital technologies are increasingly able to induce altered states of consciousness (ASC), a phenomenon the authors term digitally-induced altered states of consciousness (DIAL). Examples range from binaural beats to video games. The authors propose DIAL as a unified field for studying all digital technologies used to alter consciousness. They argue that the societal impact of DIAL technologies will be widespread, affecting political, economic, social, technological, environmental, and legal (PESTEL) contexts. The paper outlines a research agenda to encourage interdisciplinary discussion and preparation for the ubiquity of these technologies.

Meditating in a neurofeedback virtual reality: effects on sense of presence, meditation depth and brain oscillations

Behavior and Information Technology September 21, 2023 M. Salminen, Simo Järvelä, Ilkka Kosunen et al.

A consumer-grade EEG headset and VR head-mounted display were used to create an adaptive virtual reality environment that guided users toward increased meditation-related concentration and relaxation. In 43 participants, neurofeedback based on neural indices of meditation, combined with immersive VR, effectively evoked desired neural activation and corresponding subjective experiences. The findings suggest that using real-time brain activity to adapt an immersive interface can support meditation practice and the study of cognitive processes such as attention and sense of presence.

Altered States of Consciousness in Human-Computer Interaction: A Review

Nordic Conference on Human-Computer Interaction October 8, 2022 S. Jung, O. Buruk, Juho Hamari

A scoping review of HCI studies on technology-driven altered states of consciousness (ASC) finds that most research has focused on psychologically induced ASCs, with extended reality (XR) and embodied interaction being common tools. Prospective directions include physical artefact design that incorporates active body movements and game or play approaches. The review identifies four themes: induction methods, experiences through artefacts, types of artefacts, and the technology used. These findings provide design knowledge for researchers and practitioners creating ASC artefacts.