Services

Interactive Installations

Sensor-driven rooms where visitor movement changes image and sound in real time.

An interactive room is not a video on a loop. It is a system that has to read people correctly, respond without perceptible lag, and keep doing that for months without a technician resetting it between visitors.

I build that layer: sensor coverage and calibration, the tracking pipeline, the interaction logic, the real-time visual system, and the operator controls that let venue staff run it after I leave. For Trace, the finale room of Nohlab's FLOW exhibition at AKM Istanbul, that meant mapping and calibrating three LiDAR sensors in 3D, routing visitor position and trigger data over OSC to Max for sound, and driving the visual layer in TouchDesigner through welcome and interaction states.

The hard part is rarely novelty. It is feel — and the compensation work across sensors, projection, and playback that makes a large architectural zone respond like it understands you.

What you get

  • Sensor layout, coverage plan, and 3D calibration
  • Tracking pipeline — LiDAR, depth camera, or motion capture
  • Interaction logic and state design (idle, welcome, active, reset)
  • Real-time visual system, typically built in TouchDesigner
  • Sound integration over OSC to Max/MSP or your audio team's stack
  • Operator controls and a fail-safe restart path
  • On-site commissioning and calibration
  • Handover documentation your venue staff can actually follow

How it runs

  1. 01

    Feasibility and spatial survey

    Room geometry, sightlines, sensor coverage, lighting conditions, and what the space will physically allow. This is where most bad surprises get caught, before anyone has spent build budget.

  2. 02

    Interaction prototype

    A rough but real version of the core interaction, running on actual sensor data. The goal is to test the feel early, when changing it is still cheap.

  3. 03

    System build

    The production visual system, interaction states, sound routing, and operator layer — built to be adjusted on site rather than frozen in a render.

  4. 04

    On-site calibration

    Sensor alignment, latency compensation, and tuning against the real room. Installations feel responsive or broken based almost entirely on this step.

  5. 05

    Show hardening and handover

    Long-run stability, automatic recovery, documentation, and a walkthrough with the people who will operate it daily.

Good fit for

  • Exhibition zones and museum rooms with a public run of weeks or months
  • Brand and showroom experiences where visitors need to affect what they see
  • Festival and event rooms with a fixed install window and a hard opening date
  • Productions that already have a creative direction and need the technical layer built

Not a good fit for

  • Projects where the interaction concept is still undefined and there is no budget to explore it

Ways to work together

Where this has been done

Public projects that show this work in practice, with credits and venues.

Trace

Interactive installation where visitor movement steers real-time sound and visuals via LiDAR and TouchDesigner, with immediate, immersive response.

View case study →

Mindflow

Nine-channel audiovisual installation combining AI, motion capture, and live improvisation into a synchronized spiral of video and sound.

View case study →

Common questions

Do you supply the hardware?

Usually not directly. I specify what the installation needs — sensors, machines, projectors, network — and work with your production or rental partner to source it. If you would rather I manage procurement, that can be scoped as a separate line, but for most productions the venue or lead studio already has supplier relationships worth using.

Can you work under another studio's creative direction?

Yes, and often that is the arrangement. On Trace and 5 Movements the creative direction sat with Nohlab; my work was the creative technology and visualization layer. I am comfortable being the technical lead inside someone else's production without needing authorship over the concept.

How long does an interactive installation take?

For a single room with an established concept, six to twelve weeks from brief to opening is realistic, with on-site time in the final two. Shorter is possible when the interaction is simple and the venue is ready early. The schedule risk is almost never the software — it is venue access, hardware arrival, and how late the concept keeps moving.

Do you travel for installations?

Yes. I am based in Istanbul and have worked on productions installed in New York and Washington DC. On-site commissioning is usually the part that cannot be done remotely, so travel and accommodation should be budgeted for the install and opening window.

What happens if the venue is not ready on time?

It happens on most projects. I build systems that can be calibrated late and adjusted in the room rather than requiring a locked venue weeks in advance. That is a deliberate choice — real-time systems absorb schedule slip far better than pre-rendered pipelines do.

Have something like this coming up?

Send the rough scope, the venue, and the dates. If it is not a good fit I will say so, and where I can I will point you to someone better placed.

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