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    Home » The Mill Unveils STRATA Biometric VR Experience

    The Mill Unveils STRATA Biometric VR Experience

    By SHOOTFriday, September 9, 2016Updated:Wednesday, May 15, 2024No Comments8730 Views
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    The Mill has created and developed a biometric VR experience called STRATA. Spearheaded by The Mill’s executive creative director Rama Allen, STRATA generates data visualization by human emotion, tuning into a person’s heart rate, breathing, stress levels and brain waves. The visuals within STRATA respond and react to a person’s physiological and neurological data while also helping to create awareness of the user’s autonomic nervous system. 

    STRATA seeks to create a visual narrative of our biometrics in a meaningful and actionable way rather than simply aggregating info graphic data. It is our VR inverse. STRATA was built in the Unreal game engine and is compatible with the Oculus Rift and Vive. The goal is use our own biometrics as a controller, calming oneself to levitate upwards through fantastical worlds.  

    STRATA is built on the back of biofeedback experiments that began in the early 70’s. “Information-coded biofeedback” enables an individual to learn how to change physiological activity for the purposes of improving health and performance. Precise instruments measure physiological activity such as brainwaves, heart function, breathing, muscle activity, and skin temperature. 
     
    These instruments rapidly and accurately “feed back” information to the user. The presentation of this information (often in conjunction with changes in thinking, emotions, and behavior) supports desired physiological changes. Over time, these changes can endure without continued use of an instrument. 

    Biofeedback, in this application, can help users train themselves to be mindful and achieve flow states.
     
    HOW IT WORKS
    A series of biometric sensors are placed on viewers equipped with Head Mounted Displays (HMDs). 
     
    These sensors measure EEG (brainwaves), GSR (stress levels), heart rate, and breathing (via a conductive band created by The Mill).
     
    This data feeds to an app running on the HMD that influences visuals and audio.
     
    The visitor then “tunes” their biometrics (aided through biofeedback cues that are both visual and aural) to navigate up and down within the environments, changing their color, form and location.
     
    Each world of STRATA has it’s own unique composition, written to elicit a state of calm as it washes over the user. All audio is responsive and changes based on the user’s biometrics. 

    The five worlds of the STRATA universe are: Subterranean lake; meadow; floating island; Aurora; and Nebula.
     

    HARDWARE SETUP
    The STRATA Pillow was custom-made by The Mill and hides most of the sensor technology. The user rests their hands on the pillow as it sits in their lap, enabling sensors to wirelessly transmit GSR and heart rate data to the app. 
     
    A chest band measures breathing via chest expansion.
     
    Muse EEG headband delivers brain wave data that measures the user’s state of focus and calm.
     
    THE FUTURE OF STRATA
    STRATA represents a radical imagining for new VR applications, biometrics as a control scheme, and a step forward in responsive immersive visuals. The potential product and software applications of STRATA span multiple industries and verticals, such as:
     
    Sports + Athletics: Mental fitness training to achieve flow states before competition.

    Medical + Healthcare: Distraction therapy for patients undergoing unpleasant medical procedures such as chemotherapy.

    Wellness + Psychology: Mindfulness training for stress alleviation, meditation, anger management, empathy counseling.

    Via STRATA, The Mill delves into the future applications of VR outside of the entertainment sphere. Here’s a teaser short that provides a taste of the STRATA experience.

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    Credits

    Creative/Production STRATA was created and developed by The Mill Rama Allen, executive creative director; Jonathan Robinson, producer; Mike Manh, lead creative technologist; Trent Atwood, lead technical artist; Will Arnold, Anthony Dodero, art directors; Eric Renaud-Houde, developer; Lauren Shields, Rachel Start, Ivan Joy, CG artists. Sound Design Fall on Your Sword Music Will Bates, composer.

    Media Type:Film: Short
    ScreenWork Categories:Short film
    Video Tags:STRATAThe MillVR



    Blinkink Crafts A Baroque Stop-Motion Trip To The Moon For Dior

    Friday, February 13, 2026

    Blinkink has unveiled this richly imaginative stop-motion film for Dior titled A Ride of the Moon, directed by Nina Gantz and Renee Zhan, and voiced by 070 Shake. Conceived as a collaborative triumph of human craft, the film stands as a poetic reminder of the value of handmade artistry in an era increasingly shaped by automation and AI.

    Inspired by classical cinema--most notably Georges Méliès’ Voyage dans la Lune--the film for Dior’s Lunar New Year campaign is a baroque-infused journey that blends cinematic language with theatrical illusion. Set within an ornate 18th-century French theatre, it unfolds as a modern fairy tale told through flamboyant design, charming stop-motion animation and playful surrealism.

    The film builds around a Lunar New Year story, where a brave little horse’s showdown with a powerful, sassy adversary plays out. While cinematic and ambitious in scope, the film never takes itself too seriously, finding humor in exaggerated performances and clever theatrical tricks.

    The horse character is modelled after the Dior horse charm, assembled from sewing components and brought to life through meticulous stop-motion craftsmanship. The Moon appears as a Marie Antoinette-esque figure, who brings humor through an over-the-top performance.

    The production embraces old-school theatre mechanics to enhance its sense of wonder. Strings holding up clouds are deliberately visible, trapdoors open in the stage floor and sheets of translucent fabric become shimmering fountains. These visible illusions celebrate the joy of theatrical ingenuity and handmade problem-solving.

    The sets were entirely hand-painted and constructed, combining flat, painted backdrops with half-2D, half-3D elements. Layered sets,... Read More

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