Till Holzapfel

Mesmer Prism

I study how people perceive, inhabit, and shape shared worlds. I am now a PhD candidate in mixed-ability human–swarm interaction. My approach, Combinatorial Swarmability, asks how people with different abilities can act through a shared, changing system and negotiate how their contributions matter. This grows out of my work with embodied perception, biofeedback, and luminous, porous virtual bodies.

Based in the Inclusive Technology and Collective Engagement group, University of Duisburg-Essen / RC Trust.

How can different abilities become shared possibilities?

A shared interface does not have to give everyone the same controls. One person might shape a swarm's direction, another its rhythm or density, and another the rules by which it responds. The research question is how those contributions can become understandable, negotiable, and meaningful to the people making them.

Combinatorial Swarmability is the focus of my PhD in mixed-ability human–swarm interaction, in Prof. Giulia Barbareschi's group. I plan to develop it through participatory design, shared virtual environments, and studies of how people coordinate and repair interaction. Swarms are a medium to explore; more equitable collaboration is a question to investigate, not an automatic result.

One direction is a dynamic reflection of a group's meeting: a system whose behaviour helps participants discuss what is happening between them. Its meanings would have to be defined and revised with the group. This is an early research proposal, not a tool that can already measure inclusion or infer how people feel.

Read the research direction and its foundations

From perception to relations between people

My earlier work asks how a person interfaces with the world: how perception, expectation, and belief shape experience, and how an interface can change the felt boundary of the body. The new work carries those questions into the space between people.

Viscereality brings breath and physiological feedback into changing visual systems. It is a practical meeting point for my interests in dynamical systems and neuroaesthetics: how the behaviour of a visual environment relates to bodily experience.

Plasmatic Multitudes develops porous, particle-based bodies. My avatar work at the Intangible Realities Lab grew within its Isness work and collaboration with aNUma, in the wider context of numadelic aesthetics and shared embodiment.

Rusty Morphospace is the open-source infrastructure thread: making immersive systems easier to build, operate, and inspect. Extending this work toward robotic systems, including Reachy Mini, is a planned next step.

Projects

Projects, tools, and earlier work

Working systems sit alongside essays on perception and embodiment. These remain active interests and foundations for the new research.

Across the work: tune the condition, preserve agency, record what changed, and keep mechanisms and claims separate.

Local Linux workstation for Meta Quest

Spatial Linux Desktop

A Termux-powered interactive Linux desktop presented through a native Quest app in both Horizon window and Spatial SDK panel modes. The current showcase runs Codex with ray, right-click, keyboard, and microphone input.

Status
Working open-source demonstration
Artifact
Quest Android app + local ARM64 Linux environment
License
MIT for repository-owned source and documentation

Meta Quest / Termux / Linux / Spatial SDK / Codex

XR research system

Viscereality

A Quest-based bioresponsive VR research system. The participant runtime links breath, cardiac rhythm, oscillator visuals, and visual state changes; the operator side handles launch, monitoring, study-shell control, and session evidence.

Status
Active research collaboration
Artifact
Quest runtime + Windows operator workflow
Record
Public overview + proceedings papers

XR / Biofeedback / Quest / Operator tooling / Research

Meta Quest operator tooling

Quest Companion Tools

Windows and Android utilities for operating Meta Quest research builds from outside the headset: install, launch, cast, monitor, capture proof, and export diagnostics without rebuilding the same operator workflow for every project.

Status
Active tooling
Artifact
Windows companion app + Android experiments
Role
Developer and workflow maintainer

Quest / Windows app / Android companion / ADB / Diagnostics

Computational morphology platform

Rusty Morphospace

An AGPL-first Rust platform for computational matter, situated relations, command and media authority, LSL compatibility, renderer-neutral inspection, operator tooling, and native Quest integration. The current platform baseline is 0.1.0; the separate public contributor environment is at 0.4.0. Legacy compatibility and lab/reference repos keep their existing license lanes.

Status
Platform 0.1.0; contributor work environment 0.4.0; active development continues
Artifact
Rust crates, fixtures, schemas, browser previews, and docs
Licenses
AGPL-3.0-or-later for Morphospace-owned repos; MIT for legacy/reference repos noted on the project page
Use
Separating computational form, relation, regulation, and appearance

Rust / Computational morphology / Toolchain architecture / XR boundaries

Bioelectric atlas and morphogenesis model

Bioelectricity and Morphogenesis

A source-bounded planarian line across Rusty Morphospace and Planarian Regeneration XR: educational surface-field models, a WebXR atlas, PlanformDB-derived review records, and an observed posterior-muscle geometry overlay kept separate from simulation claims.

Status
Active atlas and Matter/Optics slice
Artifact
TypeScript/Three/WebXR atlas, observed geometry overlay, and public explanation
Boundary
Qualitative teaching model, not calibrated physiology

WebXR / Bioelectricity / Morphogenesis / Planarian regeneration / Visualization

Biofeedback sensor integration

Polar H10 Work

Public Polar H10 work across minimal signal packages, Quest data contracts, broker streams, Windows capture, Android phone diagnostics, Unity Quest integration, and Viscereality research tooling. The focus is clear stream ownership, inspectable routing, and reusable biosignal contracts.

Status
Active tooling and research support
Artifact
Signal packages, decoders, broker routes, capture tools, and docs
Use
Heart, RR, ECG, and accelerometer paths for XR

Polar H10 / BLE / PMD / LSL / Quest / Windows / Android

Depth inversion research instrument

Hollow Face Lab

Depth-inversion experiments need stimulus controls that survive renderer changes. Hollow Face Lab connects hollow-face research with WebGL, WebXR, texture upload, XR implementation choices, asset provenance, and design rationale.

Status
Prototype instrument
Artifact
Browser/WebXR lab design
Focus
Stimulus variables and response logging

Hollow face / WebXR / Three.js / Stimulus variables

Live citizen-science web collaboration

Altered Xperience Project

A CIRCE-led citizen-science survey for anonymous altered-state reports. The page explains how the public survey, multilingual questionnaires, feedback, scoring, privacy boundaries, research exports, and collaborator workflow fit together.

Status
Live survey collaboration
Artifact
Survey app + access guide
Role
Web infrastructure and collaborator tooling

Citizen science / Shiny / Survey systems / Open science / CIRCE

Embodiment and design research

Plasmatic Multitudes

A vocabulary for bodies that soften, distribute, glow, swarm, or become collective while remaining readable as bodies. The design rule is simple: center stable, periphery negotiable.

Status
Essay and design vocabulary
Artifact
Overview + field guide
Use
XR embodiment and avatar translation

Embodiment / XR / Media theory / Interface design

Writing and conceptual synthesis

SANE

A four-part framework for experiences that cannot be explained by body practice, tool design, narrative, or feedback loops alone. It asks what each layer contributes before joining them.

Status
Proposed framework
Artifact
Source-grounded public essay
Focus
Body, tools, meaning, and systems

Somaesthetic / Anthropotechnical / Noetic / Emergent

Tulpas, thoughtforms, and inner agency

Tulpas

A careful reference guide to modern tulpamancy language, cultivated inner companions, thoughtforms, headmates, imposition, plurality, and related agency vocabularies without turning them into one lineage.

Status
Research guide
Artifact
Source-rich public article
Focus
Language, sources, and lineages

Tulpamancy / Imposition / Plurality / Inner agency

Knowledge-art and research method

Scientific Surrealism

A dream bureau, scientific-looking journal, diagram, or experimental machine becomes surrealist here when it changes what counts as an observation. The page keeps apparatus, art history, and pseudoscience separate.

Status
Research map
Artifact
Public article + references
Focus
Apparatus, observation, and knowledge-art

Surrealism / Wissenskunst / Archives / Modern science

Altered perception and induced vision

Brain Candy

A design and research project about how rhythmic light, recursive visual structure, sound, breath, and expectation can shape non-drug state shifts. It is about tunable experience design, not clinical treatment or psychedelic substitution.

Strobotorch remains separate Android tooling for visual signal encoding, visual signal decoding, and flashlight-safety boundaries.

Status
Hybrid design collaboration + evidence map
Artifact
Project site + evidence overview
Focus
Tunable state-shift design

Cyberdelics / Fractal fluency / Rhythm / VR design

Independent Android signal tooling

Strobotorch

An Android flashlight signaling and diagnostics tool. It uses torch and camera APIs for visible-light signal experiments, device-behavior logging, and safety documentation.

Status
Public MIT-licensed tooling
Artifact
Android app + safety guide
Focus
Torch and camera signal diagnostics

Android / Visual signals / Camera diagnostics / Torch APIs

Interactive visual-cortex simulator

Bressloff V1 Form Constants

A Rust/browser implementation and article for Bressloff-style V1 planforms, retino-cortical mapping, orientation contours, branch-selection controls, named paper presets, Rule flicker diagnostics, and generated MacKay, Bolelli, and Nicks driven-field reports. The page keeps each model family inspectable without reusing private paper figures.

Status
Interactive article + public repo
Artifact
Browser figures and Rust renderer
Focus
V1 planforms, flicker, and driven fields

Rust / V1 model / Retino-cortical maps / Form constants

Simulated psychedelic vision

Deep Dream

An account of DeepDream, hallucination-machine methods, community replication culture, and the narrow conditions under which simulated DeepDream fits inside the wider history of psychedelic visual simulation.

Status
Long-form research article
Artifact
Evidence guide + references
Focus
Visual simulation and provenance

Machine vision / VR / Psychedelic simulation / Provenance

Static motion and perceptual mechanics

Optical Movement Illusions

A mechanism-first account of peripheral drift, Rotating Snakes, and adjacent static motion illusions, kept close to eye-movement, luminance, and filter-design evidence.

Status
Mechanism guide
Artifact
Public article + references
Use
Design translation from psychophysics

Vision science / Motion illusions / Filters / Psychophysics

Imagery, suggestion, and mechanism

Phenomenological Control

A synthesis of imagery variation, absorption, expectancy, hypnotic suggestibility, and how subjective variation meets physiology, lesion evidence, and newer shared-code findings.

Status
Research guide
Artifact
Public synthesis + references
Focus
Expectation, imagery, and source monitoring

Imagery / Absorption / Suggestion / Meaning-making

Projected imagery and field mapping

Prophantasia

A guide to reports of internally generated imagery that seems external, overlaid on the world, or located outside the ordinary mind's eye. It keeps measurement, community practice, and safety signals separate.

Status
Research map
Artifact
Evidence guide + future survey framing
Focus
Projected imagery report categories

Mental imagery / Aphantasia / Imposition / Measurement

Retinal stimulation and patterned light

Fractal Optics

A bounded account of the Russian fractal-phototherapy line and its retinal, ophthalmic, lighting, and comparator literatures. Fractal structure is treated as stimulus, not vibe.

Status
Evidence map
Artifact
Public article + reference audit
Focus
Fractal structure as stimulus

Retina / Fractals / VR delivery / Comparator studies

Code and prototypes

GitHub and research tooling

Public repositories include Rusty Morphospace, Quest companion tooling, Polar H10 routing and capture work, Strobotorch, browser prototypes, simulation tools, and shareable research infrastructure. Licenses vary by repo: Morphospace-owned source is AGPL-first, while some compatibility, lab, and tool repositories remain MIT.

Status
Public repositories
Artifact
Code, docs, prototypes, and diagnostics
Access
GitHub and project documentation

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

I am a cognitive scientist, researcher, and developer working across HCI, psychophysics, immersive media, and artistic research. Much of my work has concerned the relationship between perception and interpretation: how attention, expectation, imagery, and belief affect the world we experience. The essays on mental imagery, phenomenological control, and scientific surrealism develop that strand.

Building interactive systems gives these questions a material form. My work has included avatar development and public engagement at the Intangible Realities Lab, bioresponsive VR through Viscereality, and citizen-science infrastructure through the Altered Xperience Project. Open tools make the apparatus easier to inspect and adapt, while research writing makes its assumptions and limits available for discussion.

My PhD shifts the emphasis toward collective interaction: who can act, how actions combine, and how people negotiate the rules of a shared environment. The earlier questions about perception and embodiment remain, now joined by questions about access, interdependence, and shared authorship.

Core strengths

  • Unity and C# for XR and interactive systems
  • Rust and open-source infrastructure for spatial and interactive tools
  • Biofeedback, breath interaction, and interoception-oriented design
  • Perception research, psychophysics, and embodied HCI
  • Citizen-science survey systems, research tooling, and public guides
  • Long-form research writing, source discipline, and conceptual synthesis
  • Weakly bounded embodiment, avatar design, and plasmatic interaction

Current and recent roles

Contact

I welcome conversations about mixed-ability collaboration, human–swarm interaction, shared embodiment, and open research tools, as well as connections to perception, biofeedback, and artistic research.

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