Till Holzapfel

Mesmer Prism

Mesmer Prism is a writing and systems practice around altered perception, weakly bounded embodiment, and forms that stay legible while they change. I return to how one might live with transformation without giving up coherence: how strange perception can be taken seriously without hardening into dogma, how bodies can stay porous and inhabitable, and how forms can loosen and gather again without dissolving into noise. Plasmatic Multitudes is one name for that inquiry.

Organized surface

Entry points

The work splits between public-facing projects and deeper private notebooks. This section keeps the public edge legible: what is live, what is published, and where each thread currently touches the world.

Current project

Viscereality

Bio-responsive VR for breath-based interaction, interoception, affective regulation, and embodied HCI. I work on immersive environments that connect physiological signals, real-time visuals, and interaction design on standalone XR hardware.

Unity / C# / Quest / Biofeedback / Research

Writing and design research

Plasmatic Multitudes

A research program on semi-corporeal avatars, weakly bounded bodies, and how transformable forms can remain legible in XR, media theory, and interactive design. This project holds together a large part of the conceptual and aesthetic spine behind my XR work.

Embodiment / XR / Media theory / Interface design

Writing and conceptual synthesis

SANE

Short for Somaesthetic, Anthropotechnical, Noetic, and Emergence, this is a long-form writing line on inner ecology, technics, morphogenesis, and the problem of coordinating plural ways of knowing without surrendering either rigor or enchantment. It is the clearest place where mythic imagination, relation, and methodological discipline meet in my work.

Somaesthetic / Anthropotechnical / Noetic / Emergence

Altered perception and induced vision

Brain Candy, Deep Dream, and Optical Movement Illusions

A cluster of writing and prototype work on induced vision, fractal structure, static motion, and cyberdelic design. The through-line is the attempt to describe strange visual phenomena precisely enough to build and test rather than mythologize.

Altered perception / Cyberdelics / Vision science / VR

Imagery, suggestion, and mechanism

Phenomenological Control and Fractal Optics

This line tracks imagery variation, suggestion, porosity, retinal stimulation, and mechanism claims around visionary experience. It is where subjective difference becomes something to source, compare, and argue carefully rather than hand-wave.

Imagery / Suggestion / Retinal stimulation / Source discipline

Code and prototyping surface

GitHub and research tooling

My public repositories cover static sites, browser simulations, diagnostics, survey infrastructure, sensor tooling, and parts of the broader XR stack. The code surface is only a subset of the work, but it shows how the writing and systems sides connect.

Repositories / Simulations / Tooling / Infrastructure

Publications and presentations

Selected outputs across immersive systems, psychophysics, breath interaction, and XR communication.

  1. 2026
    Fejer et al. Breathing Space: Spatial Mapping of Breath and Cardiac Biofeedback for Affective State Representation and Coherence Training in Viscereality. AlpCHI 2026 proceedings.
  2. 2025
    Fejer et al. Viscereality: A Bio-responsive VR System for Breath-Based Interactions and Coupled Oscillator Dynamics to Augment Altered States of Consciousness. Mensch und Computer 2025 workshop.
  3. 2025
    Lobser and Holzapfel. Brain Candy: Flicker Light Stimulation in Virtual Reality. Poster presented at AWE 2025, IVRHA 2025, and MindXR 2025.
  4. 2024
    Roebuck Williams et al. Measuring the Limit of Perception of Bond Stiffness of Interactive Molecules in VR via a Gamified Psychophysics Experiment. XR SALENTO 2024 proceedings.

Background

My background moves between cognitive science, HCI, psychophysics, media theory, and research writing. I use writing to stabilize concepts, lineages, and claims, then carry those questions into XR systems, browser simulations, physiological sensing, and embodied prototypes.

Across Plasmatic Multitudes, SANE, Brain Candy, Deep Dream, Optical Movement Illusions, Phenomenological Control, and Fractal Optics, I keep returning to altered perception, weakly bounded bodies, phenomenological variation, and the practical conditions that make strange experience legible without flattening it.

Core strengths

  • Unity and C# for XR and interactive systems
  • Biofeedback, breath interaction, and interoception-oriented design
  • Perception research, psychophysics, and embodied HCI
  • Long-form research writing, source discipline, and conceptual synthesis
  • Weakly bounded embodiment, avatar design, and plasmatic interaction

Current and recent roles

  • VR Developer & Researcher, Viscereality Project
  • Scientific Advisor, Light Clinic
  • Visual Artist / Developer / Researcher, Tactile Visualizer Project
  • Public Outreach & Citizen Science, Intangible Realities Lab

Contact

If you are building something across XR, altered perception, embodiment, research tooling, or interdisciplinary writing and design, I am happy to talk.