Immersion Beyond: Presence and Passage in a Virtual Afterlife

immersive experience design   virtual reality design
An example of numadelic aesthetics
This case study presents a project I’ve initiated as part of my master’s degree curriculum at Bentley University.

my role

Lead UX Designer, Lead UX Researcher, 3D Modeling, Unity Design

The goal was to test which aesthetic style most effectively enhances immersion and presence in VR experiences centered around the themes of death and dying.

Testing revealed that a specific aesthetic style, known as numadelic aesthetics, was more effective in fostering immersion and presence when addressing the themes of death and dying in VR.

This is a title
When designing for VR experiences, designers face a unique challenge inherent in the medium; users, given they are “surrounded” by the virtual world, expect to be immersed.
 (Weber et al., 2021).

background

This case study chronicles the development of a virtual reality (VR) experience designed to simulate the profound and often transformative nature of near-death experiences (NDEs).

The success of the experience hinges on its ability to create a strong sense of presence for the user.

numadelic aesthetics

Numadelic aesthetics is a visual approach that moves away from traditional realism, instead embracing the fluid and luminous qualities often described in NDE accounts (Glowacki, 2024).

By prioritizing abstract, less-defined visuals, numadelic aesthetics aim to enable users to explore deeper imaginative and emotional experiences, something that may be limited by the highly realistic representations found in many VR experiences.
An example of numadelic easthetics

creating a realistic VR experience

“Realism” in virtual reality depends on its ability to evoke a sense of presence. Commonly defined as the psychological state or subjective feeling of “being there,” presence is challenging to achieve.

Ultimately, it results from a careful balance of factors that are unique to each experience and audience.
FactorWhen It Enhances PresenceWhen It Can Detract from Presence
ImmersionIn narrative-rich or exploration-heavy experiences like Numadelic, rich sensory input deepens emotional engagement.In surreal or abstract VR, too much realism can disrupt the intended dreamlike quality.
Perceptual QualityIn photorealistic simulations or training scenarios, high perceptual quality reinforces believability.In stylized experiences, hyper-real elements may clash with the aesthetic and reduce coherence.
Interactivity and ControlIn puzzle or task-driven VR, interactivity increases the sense of agency and involvement.In passive storytelling or cinematic VR, too much control can distract from narrative flow.
Scenario RealismIn realistic social VR or simulations, authentic avatars and environments make users feel grounded.In fantastical or metaphorical experiences, realism might break immersion in symbolic storytelling.
Minimizing CybersicknessIn comfort-focused experiences (e.g., meditation VR), minimal motion sickness supports long engagement.In thrill or horror-based VR, a bit of discomfort may heighten emotional impact.
Latency and ResponsivenessIn action or reaction-based VR (e.g., sports or combat simulators), low latency ensures fluidity and realism.In slow-paced or meditative VR, excessive responsiveness may make the world feel artificial or overly mechanical.
Field of ViewIn exploratory or open-world VR, a wide field of view increases spatial awareness and immersion.In stylized or minimalist VR, too wide a field of view can be overwhelming or distort artistic intent.
Sound Design and Spatial AudioIn horror or exploratory VR, spatial audio helps locate elements, adding tension or directional awareness.In experiences relying on abstract soundscapes (like 'Numadelic'), too realistic audio may break stylistic cohesion.
Body Representation and TrackingIn social or embodiment-focused VR, accurate tracking reinforces the feeling of being in one's body.In symbolic or abstract VR, literal body tracking may interfere with metaphorical or narrative immersion.
Environmental Feedback (e.g., Haptics, Temperature)In immersive training or tactile experiences, haptic and sensory cues deepen physical presence.In calming or emotional VR, too much physical feedback might distract from emotional resonance.
Factors influencing presence

gaining insight with secondary research

Effectively creating presence in a NDE experience must address psychological and existential depth, not just sensory replication.

Research into thanatophobia, cyberthanatology, and intrinsic motivation provided the necessary insights into user processing of mortality to ethically guide the simulation's emotional pacing and design.
read more about the secondary research that helped inform the design
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thanatophobia

First coined by Sigmund Freud in 1915, thanatophobia encapsulates an intense fear or anxiety associated with death or the process of dying.

Near-Death Experiences (NDEs) challenge the link between consciousness and the physical body (Blomstrom et al., 2022). They often result in increased belief in an afterlife (Bourdin et al., 2017), decreased fear of death (Flynn, 1986), and positive life transformations like enhanced empathy and purpose (Ring, 1980).

Cyberthanatology

Cyberthanatology, coined by Beaunoyer and Guitton (2021), addresses death phenomena within the digital realm. Arguing for a paradigm shift in death studies due to technology's impact, they view virtual worlds as new planes of existence. This field offers a novel approach to studying digital death, grief, and cultural norms.

Illustrating this, research shows VR-based NDEs can foster personal growth and positive changes (Barberia et al., 2018).

intrinsic motivation

‍The impact of "Beyond the Veil VR" hinges on its aesthetic and emotional dimensions, tapping into intrinsic motivation (Ryan & Deci, 2024) and the well-being benefits of immersive experiences (Pine & Gilmore, 1998). VR's sensory storytelling can evoke positive feelings and deep, meaningful engagement (Csikszentmihalyi, 1990; Baños et al., 2004; Jennett et al., 2008).

However, Glowacki (2024) argues that realism limits VR for simulating transformative experiences like NDEs, advocating instead for abstract, "numadelic" aesthetics to foster new self-perceptions, potentially reducing death anxiety and inspiring hope.

A person sinks underwater beneath a glowing examination chair, with a beam of light connecting both worlds.
My death scene, recreated through MidJourney and used as inspiration for the experience.

usability study

The primary objective of my study was to assess whether numadelic aesthetics create greater immersion and emotional engagement compared to traditional realism in VR environments meant to mimic out-of-body and near death experiences.

participants

Testing was conducted in person with a group of seven participants: one male and six females.

Participants were college-aged students, representing a younger demographic with high familiarity with technology but varying levels of exposure to immersive experiences, with three participants having used VR prior to the test.

test design & breakdown

The prototype was built using Unity and Blender and presented on the Meta Quest 3.

A simple, two-stage prototype was constructed. Both experiences start the user in the same scene, where the user is overlooking their death. Through printed instructions within the scene and through a lighted path, the user is guided to a door, where beyond, the afterlife awaits.

Experience 1

In experience 1, the user travels from their death scene (left) through the door (middle) and emerges directly into the afterlife (right).
A person submerged beneath a medical chair, possibly representing an out-of-body experience, drowning, or transition between life and death.
Ethereal figures surrounding a stretcher suggest a liminal space—perhaps a representation of death or memory.
This might be a soul, essence, or a metaphysical concept like rebirth or unity.

Experience 2

In experience 2, the user opens the door and emerges in a celestial numadelic experience, where the user travels through space, eventually leading them to the same afterlife as in experience 1.
A person submerged beneath a medical chair, possibly representing an out-of-body experience, drowning, or transition between life and death.
Ethereal figures surrounding a stretcher suggest a liminal space—perhaps a representation of death or memory.
A planet and a star in a vivid galaxy—perhaps representing cosmic perspective, eternity, or spiritual journey.
This might be a soul, essence, or a metaphysical concept like rebirth or unity.

results

Each participant filled out a survey immediately after the experience. The survey focused on understanding three main characteristics.
  1. Appeal and Clarity: How visually and emotionally engaging the environments were to users.
  2. Immersion: The degree to which users felt present and connected within the virtual environment.
  3. Emotional Resonance: How effectively the visuals evoked intuitive, emotional interactions that reflect NDE experiences.
A donut chart displaying participant engagement across two VR experiences. The chart is divided into four segments, with one dotted segment representing Experience 1, and the remaining solid segments representing Experience 2. The larger proportion of the chart is solid, indicating that most participants found Experience 2 more engaging due to its dynamic visuals and motion. A smaller dotted segment reflects fewer participants preferring the calming simplicity of Experience 1, which some described as "lackluster" in comparison.
Experience 1
Experience 2
Nuetral

Finding 1: Engagement and Believability

Experience 2 was more engaging for most participants due to its novel and visually dynamic numadelic journey.

The sense of motion and rich graphics were frequently cited as creating a more engaging and believable experience. Experience 1, while calming and simple, lacked depth for some participants, with one noting it felt “lackluster” compared to the journey provided in Experience 2.

Finding 2: Immersion and Presence

When evaluating the sense of immersion and presence, participants were evenly divided. Three users found Experience 2 to be more impactful, while another three felt both experiences were equally impactful.

Further analysis revealed that what users appreciated about Experience 1, such as its calming and grounding nature, was also present in Experience 2.

This indicates that some users may have been confused, not realizing they were experiencing the same opening and closing scenes. 
 A donut chart visualizing participant responses on immersion and presence across two VR experiences. The chart is divided into three equal segments. One segment is dotted, representing those who preferred Experience 1; another is solid, representing those who favored Experience 2; and the third is dark and labeled “Neutral,” representing participants who felt both experiences were equally impactful. The even split reflects that half the participants found both experiences similarly immersive, with some users possibly unaware they shared common scenes.
Experience 1
Experience 2
Nuetral

Finding 3: Role of Ambient Sound

Ambient sound was universally praised as a critical element in both experiences. Participants described it as “calming” and “ethereal” and said it was vital for grounding them in the experience.
"It felt really relaxing to a certain extent, and gave me a sense of leaving my own/old reality."
Participant 4 when asked about emotional resonance and ambient sound
"Yes, the ambient sound was vital to my experience for a more defined experience. If there was no sound, I would not have been able to focus."
Participant 5 when asked about emotional resonance and ambient sound

Finding 4: Lack of Clear Navigation Cues

Some users commented on a particular layer of confusion in the experience, particularly the opening scene, which shows the user overlooking their death. One user remarked that they had no idea they were watching their death.

Other comments pointed to the freedom of movement in the start and end scenes as the source of confusion. This freedom of movement in the prototype resulted in at least one user getting lost as they navigated each map.
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“How calm I felt. I have pretty severe anxiety but am really intrigued by death, so I felt like the experience was emotional but very calming.”
Participant 2 when asked What they remembered the most about the experience?

design impacts

Lean into Numadelic Aesthetics

Though both experiences demonstrated similar levels of immersion, the factors identified as contributing to the immersiveness of Experience 1 were also present in Experience 2.

Therefore, the revised version will incorporate deeper numadelic elements, such as enhanced soundscapes, dynamic lighting effects, and additional abstract forms and patterns.
A glowing orange sun and a pink gas planet float in a purple star-filled space, evoking a surreal, dreamlike cosmic journey.
A glowing, multi-layered sphere floating against a soft white gradient background.

Improve Wayfinding

To resolve the confusion about which experience felt more immersive, the revised version will incorporate scripted and instructional dialogue to better guide users into and through each level. This will include more meaningful interactions with the soul guide.

Continue to Leverage Ambient Sound Design

In addition to the existing ambient sounds, the revised version will incorporate scripted dialogue and more evocative environmental audio that aligns with users’ mental models—for example, hospital sounds, distant voices, footsteps, and similar cues.
Mannequin figures perform surgery under a large light in a sci-fi operating room.
A mannequin body floats below a surgical table, symbolizing an out-of-body experience.

Scripted Hospital Scene

Following a scripted path the updated experience removes the user’s ability to navigate. This new path is much closer to the real NDE and will more closely match the typical mental model of death and dying.

Refine the Afterlife Representation

Through purpose and design, the afterlife will be better understood as the “home” destination.The test was always meant to be an interim design but feedback shows that its design should be less expansive and more intimate.
Abstract transition of granular textures from dark to light, resembling cells or particles.

next steps

A revised version of the experience is currently undergoing testing. In this iteration, the death scene unfolds through ambient sound as the user remains cloaked in darkness. Gradually, hospital noises fade into the rush of wind, which then dissolves into complete silence. At this moment, the scene begins to illuminate with the arrival of the soul guide, who leads the participant through key moments of their life. This journey evolves into a deeper exploration, culminating in a transition into the afterlife.

examples

Example (top): A partial view of the revised opening scene as featured in the version currently undergoing testing.

Example (bottom): The layout for the opening scene features the soul guide (bulb icon) following a predetermined path (blue line). This path leads the user through three distinct vignettes from their life, each represented by a diorama positioned on the far right of the image."
Top-down Unity scene view showing a camera rig following a curved path toward a light source, likely for a cinematic flythrough.

References

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