Nature/Virtual trauma research track. 2007 - 2026
From nature to the virtual - Practice-based research track 2007 - 2026
Time (to mind) 2009, Immersive-Interactive Animated film with kinetic projection screen
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Time : Amygdala (Trauma response) |
Time projection (2009)
Study in Edale, UK.
The watch (2010-2014)
Navigation and wayfinding using natural ‘signs’.
This image reveals the direction of the wind in the valley.
The Watch : View from Mam Tor, Edale (2010 - 2014)
Routes through natural terrain (plan view)
The Watch: Proprioception of self Animating in natural environment
Campillo De Adentro, Peurto de Mazarron, Spain.
The Watch : Reenactment of animating in natural environment - Campillo de Adentro
Embodied knowledge acquisition RCA (2011)
Capturing knowledge through practice (heuristics - trial and error) demo
Explaining what I’m doing in my practice-based activity… to my research supervisor… :0
Helix: An animators animated brain
Presenting practice based Immersive Animation research - as a spiral with interconnected experiments.
Presented at University Southern California (USC) USA (2013)
Helix: Animated Film (3Ds Max CGI model and animation) 2013
Presented at USC, USA.
Helix (practice-based research App prototype) 2014
St Andrews Mental Health Hospital VR ward development & testing (2016)
Unity experiments : lighting (2018)
Falmouth University
Wayfinding, Pinch points, terrain modelling and navigation (2018)
Falmouth University
Falmouth : 360 photograph of the coast
Helix VR : Immersive-interactive representation of practice-based research (2020)
Immersive-Interactive Safety Design Research
Falmouth University
This project was underpinned with videogame level design theory that progressed into thinking about trauma and safety design features in VR. During the MA process, research into gaslighting and other coercive control mechanisms was conducted, leading to a fundamental change in world-view.
This was followed by experimentation with Cyanotype printmaking and further research into spatial cognition and neural navigation in birds. It was noted that birds that navigate vast expanses of water that are devoid of landmarks using their internal compass. This neurological feature, while aiding navigation is said to be influenced by UV (long wave) light during the daytime and shortwave/magnetic waves at night.
Migratory birds are able to choose the appropriate migratory direction under dim yellow narrowband light
This research was conducted at Falmouth University when thinking about world building, level design and navigation. It was a progression from experiments conducted in the Penines and working with Unity, building Helix VR.
Birdstone (2023)
Illustration from the book layout
Unbreakable
Living without Abuse (LWA)
2026
Trauma counselling 2021-2023
Living without abuse (Formally Women’s Aid) LWA
Psychological / physical trauma
This was followed by research into Dark Pattern UX.
This is part of examining the effects of trauma and feelings of safety when immersed in natural, domestic, physical, digital and virtual spaces, through the lived experience of women.
The Wood : Experimental Immersive-Interactive (HMD VR) space
The wood is the virtual space in which various safety mechanisms could be practically tested and which is embedded on a level of the Helix model alongside experimental work.
Time (2007) observed how time speeds up in a trauma experience and it was assumed that the amygdala is stimulated to the point where it takes more snapshots of the event and therefore time appears to slow (as in stop-motion animation in which more shots per second equals slower motion).
This paper examines the function of the brain when walking in nature and in urban spaces. It measures differences in amygdala excitement using MRIf.
How nature nurtures: Amygdala activity decreases as the result of a one-hour walk in nature
https://pmc.ncbi.nlm.nih.gov/articles/PMC9734043/
Accessed 09/03/2026
The effect of trauma on the perception of time and and motion is a starting point for but there are many other ways in thinking about the problem of designing for safe experiences for women through VR development, that could impact on meta policy, urban development and social behaviour in general as well as having direct practical impact on first responder training in empathy while building resilience and protecting from vicarious trauma.
There appears to be a large research gap here but there are many approaches that could be taken.











































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