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Interactive Wall

Completed in 2007.

The interactive wall was a study of physical responses to superimposed virtual/physical imagery using a person’s body location as the control. Three simulations were produced that required different amounts of bodily interaction.

The first simulation—interactive grass—was a larger than life simulation of grass that swayed as you walked past. It was intended to make people more aware of their physical space and its effect on one’s environment. Some would walk past while others would run.

In the second simulation, participants were challenged to catch balls with a bucket. As the level of difficulty progressed, the balls got faster and faster. A score was kept and displayed. The act of collecting and performing over time was a fun challenge to everyone, all the players put their whole body into the game by jumping, sliding and running. Kids especially loved to play this game. There was one girl that came to play the simulation for two nights in a row.

The last simulation was musical in nature. Eight poles were simulated to hang from a telephone wire and hit the top as the viewer’s body triggered the pole’s space. This particular interaction became more interesting as more people interacted with musical notes at the same time. Interesting chord patters were made from every participant’s physical presence.

The combination of intuitive bodily controls and virtual imagery gave participants new experiences, their reality was augmented in ways that were new and exciting.


Credits

DESIGNER AND DEVELOPER
Kenneth Willes

ELECTRICAL ENGINEERING
Dean Scott

MUSICAL NOTE POLES
Ben Norskov

CATCH THE BALL IDEA
Kharis Dotson

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