Interactive Immersion

Imagine an interactive exhibit that can allow visitors to engage with the installations in a unique way. This prototype delves into the creation of an interactive exhibit that's both scalable and captivating. In this brief case study, we'll explore the project's components, capabilities, and potential for expansion.

The Box: A Gateway to Imagination

The primary interactive feature of this prototype exhibit is "The Box." This simple custom controller serves as the primary interactive interface. The Box is designed for ease and clarity of use, making it the perfect medium to interface with the exhibit as a whole. As seen in the video demonstration, it currently features a simple dial and button that control LED lights and interface with the computer. However, it can be easily adapted to accommodate additional components, such as speakers, lights, animations, and more. "The Box" is the entry point to a world of possibilities.

The Installation: A World of Imagination Unleashed

Visualizing the installation is made possible by rendering it in Unreal Engine. This not only allows for a practical walkthrough but also provides a proof of concept for the entire exhibit. You can meticulously plan and visualize every detail before bringing it to life in the physical space. Unreal Engine not only helps with planning but also empowers you to control various elements within the virtual environment, setting the stage for dynamic, interactive installations.

Scaling Up: Infinite Possibilities

One of the standout features of this project is its scalability. It can evolve to engage any story being told:

Level 1: Start with a simple storytelling experience with speakers and lighting.

Level 2: Gradually introduce simple interactive elements like you see with The Box.

Level 3: Elevate the experience by adding individual, standalone interactive elements at each station.

Level 4: Dive deeper into interactivity, where elements can interact with one another.

Level 5: Enhance visual experiences by incorporating projected animations.

Level 6: Achieve the pinnacle of interactivity by allowing guests to directly affect visuals, creating a bespoke video game-like experience.

What's truly exciting is that this is not an exhaustive list but rather an illustration of how you can tailor the project to any specific location. Plus, the exhibit can grow over time, constantly evolving and expanding.

closing thoughts:

This case study demonstrates the potential of an interactive exhibit that can be tailored to tell any story. With The Box as the starting point and a world of scalability at your disposal, the possibilities are limitless.

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"Moving Stories: Motion Capture in Storytelling"