VeleStudio

Service · Interactive technology

Interactive installations that respond to bodies, gestures and objects

VeleStudio builds interactive installations driven by depth cameras, projection mapping, Unity and TouchDesigner for museums, exhibitions, brands and public space.

What it is

An interactive installation is a physical space or object that senses people and responds to them in real time through light, projection, sound, motion or screens. Unlike a screen application it has no cursor and often no instructions: a visitor walks in, moves, points, touches or places an object, and the space reacts. VeleStudio designs and builds installations of this kind for exhibitions, museums, brand spaces, events and public places.

Technically an installation is a pipeline: sensors (depth cameras, cameras with computer vision, pressure or proximity sensors, RFID) feed a real-time engine such as Unity or TouchDesigner, which drives outputs (projectors, LED, speakers, motors) through protocols such as OSC, MQTT, DMX or direct hardware control. The design work is deciding what the space notices, how it answers, and how it behaves when nobody is there.

Because an installation runs unattended for weeks or years, we treat robustness as a feature: automatic start-up, watchdogs, remote monitoring, documented maintenance and a calibration procedure that venue staff can perform. VeleStudio stays involved through installation on site and the first weeks of operation.

What problems it solves

  1. 01

    Spaces that do not invite participation

    Visitors walk past things they do not understand. We design the attract state, the first response and the moment of recognition so that people see the room is reacting to them within seconds.

  2. 02

    Interactions that work for one person and fail for a crowd

    Many installations are demonstrated alone and deployed to groups. We design and test for multiple bodies, children, wheelchair users and the person who stands in front of the sensor to take a photo.

  3. 03

    Technology that breaks after the opening

    Lighting changes, a cleaner unplugs a cable, a software update reboots a machine. We build for unattended operation and plan for failure modes before the first visitor arrives.

  4. 04

    Content that cannot be updated

    Exhibitions evolve. We separate content from code so that curators or venue staff can change text, media or parameters without a developer on site.

Who it is for

  • Museums, science centres and visitor attractions
  • Exhibition designers, scenographers and fit-out contractors
  • Brands and retail spaces commissioning experiential environments
  • Event and festival producers
  • Municipalities and cultural foundations working in public space

Example applications

Body-reactive projection
Floors, walls and objects that respond to position, movement and gesture, tracked with depth cameras and mapped with projectors.
Object-triggered exhibits
Picking up, placing or rotating a physical object changes what is shown, using RFID, computer vision or sensors embedded in the object.
Data and generative environments
Rooms whose light, sound and imagery are driven by live data or by generative systems reacting to the people present.
Multi-user tables and surfaces
Shared horizontal displays where several visitors explore content together, with touch, tangible tokens or gesture input.
Permanent public-space works
Weather-resistant, remotely monitored installations in squares, stations and on facades, designed for years of operation.

How we approach Interactive Installations projects

  1. 01

    Brief and site

    We visit or model the space, check light levels, sightlines, power, network and floor, and establish how many people will be present at once.

  2. 02

    Concept and behaviour design

    The core idea, the way the space notices people, the responses, and the states (attract, engage, reward, reset) that make it legible to a passer-by.

  3. 03

    Technical design

    Sensor choice and placement, compute, outputs, protocols and a bill of materials, with fallbacks for each failure mode.

  4. 04

    Prototype at scale

    A working section at real size in our space or yours, to test tracking, latency and how the interaction feels before fabrication begins.

  5. 05

    Production and integration

    Software, content, hardware assembly and coordination with fabricators, electricians and AV integrators.

  6. 06

    Installation, commissioning and support

    On-site calibration, staff training, documentation and a support period that covers the first weeks of real operation.

Technology we use

Tools chosen for the experience, not the other way round. The full ecosystem is on the expertise page.

Related work

All work →
Visitors standing on an interactive floor of glowing hexagonal tiles

01Interactive Installation, HCI·Studio prototype, 2025

Presence Field: a body-reactive projection installation

A wall-scale particle field driven by a depth camera, where bodies displace and attract points and lines and several people create interference patterns.

  • Unity
  • C#
  • Depth cameras
  • Hand & body tracking

Further reading

Cultural Heritage · 6 min read

How museums can use AR and XR: a practical guide for cultural heritage

How museums and heritage sites use AR, VR and mixed reality: use cases, phones versus loan devices, curatorial constraints, content pipelines and pilots.

Visitors in a museum gallery with a large sculpture
Interaction Design · 7 min read

How to build an interactive installation

A practical guide to interactive installations: concept, sensing, software, hardware, calibration, robustness when unattended, and what drives cost.

A light installation of glowing coloured columns at night
Interaction Design · 6 min read

What is spatial UX? Designing interfaces for spatial computing

Spatial UX is the design of interfaces that live in the 3D space around a user. How it differs from 2D UX, and the principles that keep it comfortable.

A woman wearing a spatial computing headset, smiling and gesturing

FAQ

Questions about Interactive Installations

01How long does an interactive installation take to build?
A single-room installation with established sensing and projection typically takes three to five months from brief to opening, including a prototype phase and on-site commissioning. Larger or permanent works, custom hardware or complex fabrication push that to six to twelve months. Venue schedules, fabrication lead times and hardware availability are the usual constraints.
02What does an interactive installation cost?
The main drivers are the size of the space and the number of outputs (projectors, LED, speakers), the sensing approach, custom fabrication, the amount of content to produce and whether the installation is temporary or permanent. Permanent works add monitoring, spares and a support contract. We give a scoped estimate after a brief and a site visit rather than a figure in the abstract.
03Which sensors do you use for body and gesture tracking?
Most often depth cameras such as Azure Kinect, Intel RealSense or LiDAR units, which track people in 3D regardless of what they are wearing. For simpler triggers we use pressure mats, distance sensors or computer vision on standard cameras. The choice depends on light, distance, the number of people and how robust the tracking must be.
04Can an installation run without staff?
Yes, and most do. We build in automatic start-up and shutdown, watchdogs that restart failed processes, remote monitoring and a calibration routine simple enough for venue staff. Things still go wrong, so we document what to do and offer a support arrangement.
05Can you work with our exhibition designer or fabricator?
Yes. VeleStudio usually joins a team that includes a scenographer, a fabricator and an AV integrator. We own the interactive layer, agree interfaces with each party early and attend the site during installation.
06Can the content be changed after the installation opens?
If it is designed that way, yes. We keep content and parameters separate from code, and where useful we provide a simple editing tool so your team can update text, media and timings. Changes that alter the behaviour itself still need a developer.

Next step

Planning an interactive installation?

Send us the space, the audience and the opening date. We will tell you what is feasible, what we would prototype first and where the technical risk sits.

Prefer email? mrerfansol@gmail.com

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