Researchers' Night 2026
1094 Budapest, Tűzoltó utca 37-47.
In addressing social challenges, inclusive and sustainable design solutions that combine aesthetic and functional principles can play an important role in shaping attitudes. As part of the Researchers’ Night 2026, a joint programme by Semmelweis University and the Moholy-Nagy University of Art and Design (MOME) will present interdisciplinary projects that bridge different fields of research and technology, as well as research and design processes, to help support individual mental wellbeing.
Through methodological presentations, themed discussions, and an exhibition of design projects, visitors can explore a series of experience points and discover the complexity of research and design concepts responding to a range of challenges. They can map the principles of design thinking rooted in innovative, solution-focused, and creative approaches that inform rehabilitation, integration and recovery, while finding new inspiration for human-centred applications of digital technologies to maintain and improve their mental health.
EXHIBITION

ZENCTUARY VR+
Zenctuary VR+ is an international clinical research and innovation project combining immersive technology development, co-design, and health sciences research. It explores how interactive, calming virtual environments inspired by nature can be safely integrated into long-term care routines – not as a form of recreation, but as an evidence-based, non-pharmacological intervention.
Coordinated by the MOME Future Care Lab, the research project is a collaboration with the Department of Geriatrics at Semmelweis University, the Federation of Hungarian Jewish Communities (MAZSIHISZ) Charity Hospital, Strasbourg University Hospitals, and the University of York. Its central focus is to address learned helplessness and loss of autonomy, which are common experiences among patients receiving long-term hospital care as everyday routines become increasingly passive, monotonous, and emotionally demanding. By offering a virtual space to explore, Zenctuary VR+ seeks to determine whether virtual reality can help restore motivation, improve emotional regulation, and encourage more active participation in everyday care situations.
Zenctuary VR+ builds on and expands the earlier Zenctuary prototype research launched in 2021, which is now being further developed by an international consortium under clinical trial protocols.
https://mome.hu/en/zenctuary-vr-virtual-nature-for-therapeutic-use

Zsófia Kérdy: REFÅRM – NATURE-SUBSTITUTE ACTIVITIES IN ISOLATED ENVIRONMENTS
Zsófia Kérdy: REFÅRM – NATURE-SUBSTITUTE ACTIVITIES IN ISOLATED ENVIRONMENTS
The multimedia project refårm offers a solution for groups affected by nature-deficit disorder. The project involved developing a comprehensive programme that enables participants to engage in traditional agricultural activities and other practices that provide a substitute for contact with nature, even in environments where access to the natural world is restricted. The series of exercises offers a specific coping strategy for people in prison: practised mindfully, the activities can help them cope with the psychological strain of confinement.

Zsófia Kérdy: AntiSelbst
AntiSelbst is an innovative digital augmented reality (AR) platform that translates traditional psychodrama into an immersive online self-awareness experience. Drawing on Jungian depth psychology, the system identifies the dominant aspect of the user’s personality (Persona) and brings its hidden counterpart (Shadow) to the surface. Using responsive, stylised AR masks, participants can safely step outside their comfort zones, explore their repressed ‘anti-roles’, and move closer to a sense of inner wholeness (Self).
The game is available to try here: https://besheny-glist.github.io/AntiSelbst/

Viktória Pere: IMMERSIVE VR STUDY COMPANION
The Immersive VR Study Companion is a concept-based VR tool designed to support students preparing for oral exams and presentations. Grounded in cognitive science and user research, the concept combines spatial memorisation using the method of loci with context-dependent learning. Users can place objects, audio recordings, and visual notes throughout a 3D replica of the room where they will take their exam, using them as ‘memory anchors’. They can then practise retrieving what they have learnt in the same virtual setting. The project aims to replace passive revision with a more active, interactive approach to learning while helping reduce exam anxiety.
Videos:
- https://www.youtube.com/watch?v=-cBAUiyIEdg

Virág Luca Boncz: POSSIBLE SIDE EFFECTS – DISORDER
Possible Side Effects – Disorder is a material-based art project rooted in the artist’s personal experience of panic disorder. Following her first panic attack and diagnosis, she began exploring how anxiety, shame, treatment, and recovery could be distilled into objects. The work consists of a patchwork quilt made from medical documents, diary entries, textiles and personal materials, alongside an eye mask made from 1,350 handcrafted replica pills – exactly the number prescribed to her over the course of her treatment. Together, these objects form an intimate installation reflecting neurodivergent realities, the blurring effects of medication, and the non-linear path to recovery, walking a tightrope between vulnerability, care and self-acceptance.

Beáta Sosity – Dániel Csángó: CTRL+ALT+CRIP
CTRL+ALT+CRIP is a print and digital magazine about the intersection of disability, design, art, technology, and knowledge gained from embodied experience.
In plain language.
In simple terms.
This is not starting over: it is rewriting. Not inclusion, but shaping the world. Not spectacle, but tangible reality. This is the crip way of experiencing the world: it creates friction, questions, builds, and dismantles. It takes shape again and again.
A magazine where disability is not the subject, but the starting point and a shared experience.
Here, design is not a backdrop, but a social, cultural, and ethical practice that shapes knowledge.
Crip is not a provocation, but a position.
It does more than survive: it shapes, resists, and proposes.

Aranka Adelina Vass – Eszter Lóky: KONNEKTA
Konnekta is a psychological board game that turns the collaborative creative process into a language for connection. What sets the game apart is that players can express their thoughts and feelings not only through words, but also through compositions built from 3D-printed objects. These objects serve as both symbols and grounding tools: they help players articulate their emotions and inner experiences while grounding them in the here and now through physical sensation. The project responds to a pressing social issue: the lack of deep, meaningful connections. It creates a safe, structured space that encourages openness, honest communicationm and genuine connection.
Recommended for ages 16 and over, for 2–6 players.

Dorottya Vértessy: CAN YOU EAT ALL?
This diploma project explores the relationship that people with eating disorders, particularly anorexia nervosa, have with food and eating, as well as the behaviours associated with them. This collection of absurd objects was created by interpreting and highlighting recurring patterns in these behaviours. By designing serving utensils that subvert their conventional functions, the designer seeks to give physical form to the psychological processes and thoughts associated with food and eating. The aim is to bring the gravity of eating disorders into focus and foster greater empathy for those living with them.

Cintia Vaspöri: TOTAL MADNESS
This anti-stigma campaign offers a glimpse into the closed world of psychiatric care, drawing on the artist’s own experiences of psychiatric treatment and her research into the relevant literature. The creative corner is organised around three components: a journal, a series of workbooks and an identity flag-making workshop. The journal documents her personal experiences, while the workbooks feature art therapy and self-awareness exercises. In the identity flag-making workshop, visitors can create flags that express the values that matter to them. The project aims to help reshape societal attitudes and express personal solidarity with others who share similar experiences.
THEMED EVENTS
6:00–6:10 p.m. – Welcome
6:10–6:40 p.m. – Presentations: ZENCTUARY VR+ (Ágnes Bakk, Beáta Sosity, Patrícia Lajkó, Beáta Vásárhelyi); The relationship between circadian rhythm and lighting course (Balázs Püspök, Dr Krisztina Ella)
6:40–7:30 p.m. – Roundtable discussion, moderated by Andrea Kovács
7:30–8:00 p.m. – Guided exhibition tour
8:00–8:40 p.m. – Presentations: Can You Eat All? (Dorottya Vértessy), Konnekta (Aranka Vass), Total Madness (Cintia Vaspöri), Possible Side Effects – Disorder (Virág Luca Boncz)
8:40–9:30 p.m. – Roundtable discussion, moderated by Eszter Babarczy
9:30–10:00 p.m. – Guided exhibition tour
7:00 p.m. / 7:45 p.m. / 8:30 p.m. / 9:15 p.m. – Konnekta board game sessions – Up to 3 participants per session, 45 minutes
VENUE




