“Inner Activity” by Pendse, Gravier, Deedwania, Gotsis, Patterson, et al. …

  • ©Anshul Pendse, Natalie Gravier, David Deedwania, Marientina Gotsis, Mike Patterson, and Chanel Summers



    Inner Activity



    Inner Activity is a multi-sensory virtual reality experience presented as a physical art installation. It combines interaction design and game technologies, sound healing and vibro-acoustic therapy techniques, physical set design, and concepts from meditation and spirituality. It utilizes the Oculus Rift and the SubPac, a tactile bass system for achieving whole body stimulation through synchronized audiovisual, haptic and olfactory feedback. This experience is a preliminary exploration into potential applications for using immersive virtual reality entertainment in healthcare, therapy and medicine.


    1. Bohil, C. J., Alicea, B., and Biocca, F. A. 2011. Virtual reality in neuroscience research and therapy. Nature reviews. Neuroscience 12, 12, 752–62.
    2. Davies, C. 1998. OSMOSE: Notes on being in Immersive virtual space. Digital Creativity 9, 2, 65–74.
    3. Gotsis, M., Baum, G., Sun, K., and Gravenhorst, R. M. 2004. Inside_Out: a case study for enhancing public participation in mixed reality events. In: H. Thwaites, ed., Proceedings of the Tenth International Conference on Virtual Systems and Multimedia. IOS Press, Ogaki City, Japan, 996–1005.
    4. Lobel, A., Gotsis, M., Reynolds, E., Annetta, M., Engels, R. C. M. E., and Granic, I. 2016. Designing and Utilizing Biofeedback Games for Emotion Regulation. Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems – CHI EA ’16, ACM Press, 1945–1951. 
    5. Malinvaud, D., Londero, A., Niarra, R., et al. 2016. Auditory and visual 3D virtual reality therapy as a new treatment for chronic subjective tinnitus: results of a randomized controlled trial. Hearing Research.
    6. Phillips-Silver, J., Aktipis, C. A., and Bryant, G. A. 2010. The ecology of entrainment: Foundations of coordinated rhythmic movement. Music perception 28, 1, 3–14.
    7. van Rooij, M., Lobel, A., Harris, O., Smit, N., and Granic, I. 2016. DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety. Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems – CHI EA ’16, ACM Press, 1989–1997. 
    8. Summers, C., Lympouridis, V., and Erkut, C. 2015. Sonic interaction design for virtual and augmented reality environments. 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments (SIVE), IEEE, 1–6. 

ACM Digital Library Publication:

Overview Page: