UbiComp Companion
October 12, 2025
Hannah Cho, Jingyeong Park, Yeonjun Seong et al.
Breathing is a common entry point to mindfulness. But for beginners, simply observing the breath can feel vague and hard to follow. We present MindfulBreath, an interactive system that uses real-time respiratory data to recommend a personalized breathing pace and visualize each inhale and exhale as flowing movement through a human figure. Designed as a preparatory experience, MindfulBreath...
UbiComp Companion
October 12, 2025
Anatolii Belousov, Mila Bujić, Joseph Macey et al.
This work analyses science fiction narratives for the intersections between the evolution of sensory augmentation technologies and altered states of consciousness as means of adaptation to this evolution. It identifies four types of sensorium manipulation, namely replacement, expansion, sharing and suppression, with each relating to unique cognitive shifts. Their representations in science...
UbiComp Companion
October 12, 2025
Edwina Portocarrero, Zsófia Lévai
This paper reimagines wearability by exploring how objects might engage the body through relational intimacy rather than attachment, and explores personalization not as a feature, but as an ontological function. We introduce PillowTalk 2.0, a sleep-based interface designed for dream recall as a design case. Unlike conventional wearables that assume an active, data-driven user, PillowTalk 2.0...
UbiComp Companion
October 12, 2025
Si Zuo, Xujun Ma, Giovanni Iacca
The exploration of awareness and consciousness in Artificial Intelligence (AI) has been a central focus of research for decades and remains one of its most complex challenges. Despite significant advancements in sensory processing, pattern recognition, and decision-making, AI systems still lack the deep understanding and adaptability characteristic of true awareness. Integrating awareness into...
UbiComp Companion
October 5, 2024
Stefan Greuter, Gerard T. Mulvany
Virtual Reality (VR) exhibitions are becoming increasingly popular for creating immersive and interactive experiences. One particular use case in research is death simulations in VR, where users can experience or explore the concept of death in a controlled environment. Death is a profound theme that offers opportunities for emotional growth, empathy, and deep reflection. This project presents...