Symbiosis/\Dysbiosis: Mutualism
Tosca Terán, Nanotopia, The Mycelium Network, Canada
Andrei Gravelle, Nanotopia, The Mycelium Network, Canada
Sven Steffens, The Mycelium Network, Germany
Brendan Lehman, Dreambike, The Mycelium Network, Canada
Introduction
Symbiosis/\Dysbiosis: Mutualism is a virtual reality (VR) worldbuilding project that advances a novel set of cross-disciplinary methods for improving intra-player engagement and inter-player connectedness.
Synopsis
A multiplayer experience where Players and fungal Mycelium can synchronize within a virtual old-growth forest. EEG and bio-electrical data streams enable Players to see, feel and interact with the microscopic organisms around, between and on them. Living mycelium responds to players by triggering scent, haptics, vfx, and sound.
Symbiosis/\Dysbiosis: Mutualism is a virtual reality (VR) worldbuilding project that advances a novel set of cross-disciplinary methods for improving intra-player engagement and inter-player connectedness. The project utilizes a variety of technologies to explore interconnected relationships between parallel biological and ecological processes across fungal, human, and environmental scales. These relationships are creatively interpreted with the Resonite VR platform to invite players to experience these congruities in a live-acted narrative-driven context. To this end, conductance (μS/m) is measured in vivo from Ganoderma lucidum with custom bio-sonification hardware. Control voltage and MIDI note values are passed to the VR environment and drive live reactive audio. Players in VR wear Muse 2 electroencephalography (EEG) devices, and processed data validated to reflect meditative states is also passed to the VR environment. The environment is based on British Columbia old-growth forest and data streams drive a number of game mechanics and shader effects. To date, the project is in-progress with a growing dataset (n = 15) of fungal conductance, EEG activity, and player reports. Preliminary feedback has been strong with a number of players reporting states unusual for VR experiences. We believe that this project provides a novel approach to engaging audiences, exploring ways biological, ecological, and technological systems can interact, and championing the philosophy that systems at all levels of discourse are part of a unified whole.
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Purpose
The project utilizes a variety of technologies to explore interconnected relationships between parallel biological and ecological processes across fungal, human, and environmental scales. These relationships are creatively interpreted with the Resonite VR platform to invite players to experience these congruities in a live-acted narrative-driven context.
Method
To this end, conductance (μS/m) is measured in vivo from Ganoderma lucidum with custom bio-sonification hardware. Control voltage and MIDI note values are passed to the VR environment and drive live reactive audio. Players in VR wear Muse 2 electroencephalography (EEG) devices, and processed data validated to reflect meditative states is also passed to the VR environment. The environment is based on British Columbia old-growth forest and data streams drive a number of game mechanics and shader effects.
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The holobiont. Image: National Human Genome Research Institute
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Our neuron oscillations can adjust to outside stimuli and predict cognitive functions.
Different brainwave frequencies show synchronousness related to different perceptual, motor or cognitive states. Brainwave activity demonstrates how it synchronizes with external stimuli with repetition rates ca. 10-40 Hz
A consistent finding is that when people converse or share an experience, their brain waves synchronize.
Neurons in corresponding locations of the different brains fire at the same time, creating matching patterns, like dancers moving together.
While Fungal Mycelium BioData Streams create the generative soundscape and affect the VR environment, human EEG data streams create a one-of-a-kind experience for each Visitor.
As Brain Synchrony develops, Visitors’ connections within the VR experience grow towards the experience’s goal.
Empathy. Empathy through embodiment.
Result
To date, the project is in-progress with a growing dataset (n = 15) of fungal conductance, EEG activity, and player reports. Preliminary feedback has been strong with a number of players reporting states unusual for VR experiences.
Conclusion
We believe that this project provides a novel approach to engaging audiences, exploring ways biological, ecological, and technological systems can interact, and championing the philosophy that systems at all levels of discourse are part of a unified whole.
Symbiosis/Dysbiosis: Mutualism invites audiences to slow down and experience an interconnected, psychedelic forest adventure through whimsical storytelling live performance within an evolving soundscape. Reminding us that the future depends on our ability to recognize our connection to the non-human world.
Combining real-time fungal biodata streams with EEG data from Players, haptic sensations, and scent emitters triggered by the living fungi create an environment where participants see, feel, and interact with the microscopic connections formed within us, on us, and around us. Within the expanded reality installation, Nanotopia creates an evolving soundscape with living Mycelium that is directly connected to a custom synthesizer and bio-electrically connected to the virtual environment.
A large spherical, sealed terrarium holds locally cultivated living Mycelium within the installation/performance space. Electrode wires grown within the Mycelium lead to a custom synthesizer system and into a PC, bringing the bio-electrical data into the VR experience.
We have anthropomorphized the Mycelium data streams to positive and negative frequencies. When the Player's EEG activity aligns with the Mycelium, their perception alters, and they begin to experience a transformation in their avatar and within the virtual forest.
Bio-data streams connect to Height, Normal and Emission maps, Particle FX, and binaural audio. When these alignments occur, the Mycelium triggers the scent emitter, lightly spraying Geosmin into the space where the Players sit.
Projections of the VR experience are viewable to the installation/theatre audience.
The performers wear embellished HMDs depicting the virtual characters they perform.


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