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Beyond the Screen: 10 Global Immersive Projection Case Studies That Redefine Your Perception of Space

Beyond the Screen: 10 Global Immersive Projection Case Studies That Redefine Your Perception of Space

2025-09-17

Redefining Our Interaction with Space

We use screens to engage with the world around as it is the norm in the digital age. But what if the not so far off screen is just not black in nature, but stretches over an entire room, a whole building or the ground you stand upon? That right there, this is the power of immersive projection. It transcends the limits of physical space, merging the digital space with the material world for spectacular audio-visual spectacles.

So now we are going to take a deep dive through 10 of the worlds most creative immersive projection case studies to dissect the truly remarkable uses of wall and floor projection interactivity. We will be taking a closer look — through the lenses of technology, creativity, and audience experience — at what makes each project work.


Case Study 1: teamLab Borderless (Tokyo, Japan)

Key Idea & Use Case

A borderless "museum of light" which integrates art, technology and audience experience. It makes a flexible art space that is routing free, to let people freely move their bodies through — to explore, play within, and eventually inhabit the art. It is an art gallery and an experience and entertainment center.


Spotlight on Interactive Technology

teamLab employs a system of complex motion capture and real-time rendering technology. Cameras and sensors with high precision all over the space simultaneously record the movements and locations of the bodies of visitors. The data is sent to large servers, processed by a real-time rendering engine to create dynamic visual effects, and projected almost instantaneously onto the walls and floors by hundreds of projectors. The technology provides real time or immediate feedback to every audience movement in a unique manner.


Audience Experience

Players interact freely with the light and shadow flowers created on the wall, which bloom or wither when you touch them. A waterfall projection that does water parting around the shape of a human body when the body is present in front of it. There are ripples on the floor below where they step, in the Light Waterfall area, where the floor projection becomes a part of their physical movement. No longer passive observers of art, visitors become co-creators of it.


Success Factor

Nuestros talentos: El éxito de teamLab Borderless radica en su modelo innovador. Not only does it not be content with simply projecting some images onto the walls but also generates a “borderless” system in which artworks are interlinked and capable of real interactions, not just “reactions” with the real top-of-the-line audiences. It has changed the paradigm of the art museum, a turning point in new media art.


Case Study 2: Carrières de Lumières (Arles, France)

Core Idea & Use Case

Taking advantage of the 360-degree scale of the huge, deserted quarry, the project makes the site a natural projector screen for the works of artists of the highest caliber. An artistically interactive gallery — Editor's Note: It is an effective application by changing a historical place-the ancient rectory— as a space for the dynamic art gallery which only for art exhibitions. It addresses the question of how to animate static art forms and evoke more profound and visceral responses in audiences.


Interactive Technology Spotlight

While the project is predominantly non-interactive projection, its technological highlight is in projection blending and distortion correction. The irregularity and unevenness of the quarry walls meant that the organizers needed a number of ultra-high-lumen projectors and professional fusion correction software to mosaic multiple images together while simultaneously performing real-time corrections according to the contours of the wall, matching each picture to the contour of the stone at each point.


What to Expect for Visitors

Stone walls up to 14 meters high envelop visitors, immersed in the flowering masterpieces of Van Gogh, Monet and others. With the whorls of The Starry Night spinning and streaming across the pockmarked walls and floor, and the light and shadow of Water Lilies shimmering a few inches beneath their feet, the immersion makes you feel almost as if you've walked into the paintings, subject to the mighty force of art.


The Best Part

Its success comes from its ability to create “site specific” Entity. It changed a deserted industrial site into a special art space and it utilized it's gargantuan scale to foster an environment of scale never encountered in traditional museums. ChillOut Room : ChillOut Room proves that with it sheer powerful expressiveness, our immersive projection can be utilized not merely for interactivity but also for creating the final sensory experience.


Case Study 3: AREA15 - The Tree of Ténéré (Las Vegas, USA)

Master Concept & Use Case

AREA15 is a unique immersive experience center for adults and the installation “The Tree of Ténéré”. The One Thousand Dream Gardens project blends an art installation with interactive floor projection to create a dreamlike, dynamic, interactive public space. Its main purpose is to be a place to socialize and be entertained: a point in time to spend with people and enjoy interactive visual experiences.


Interactive Technology Description

The project employs infrared human sensing technologies, and the repurposed Xbox Kinect to portray lifelike avatars. An infrared sensor matrix is embedded below the floor, allowing the exact position as well as the movement of visitors to be determined. As a visitor enters the sensing area, the sensor immediately sends a signal to the system to produce corresponding projection effects. At the same time, the projectors coordinate with 250,000 LED lights embedded in the tree to provide a highly synchronized visual expereince.


Experience for the Audience

One can walk, play, and dance or run below the tree. Kid's Footsteps Make Patterns for InteractiveFloor Projection Under Their Feet: An interactive floor projection under their feet, where footsteps become patterns, such as flowing light waves, twinkling stars, or blossoming flowers This leads to an experience that allows people to feel like they are not simply within a space but also conversing with the space itself.


Secret Sauce

Swell a static art installation into a social center It also shows that interactive floor projection is not just for commercial or exhibition usage, it can be used as a crowds gathering point in the public area in your venue to increase the fun and interest of your space, and indirectly increase the value of the whole commercial complex.


Case Study 4: Van Gogh Immersive Experience (Global Tour)

An Introduction to the Concept & Use Case

A 360° immersive digital art exhibition experience on digital art focused solely on Van Gogh Its intent is for the public to “enter” the art of Van Gogh–a concept that is both more contemporary and limited by the confines of a traditional museum, but making art accessible through technology. It specifically used in context of cultural shows and education.


Key Technology in Interactive Projection Interaction

This paper mainly focuses on the multi-channel projection blending technology used in this project. Highly accurate projectors, dozens of them, on walls and floors, filmed and worded together by special fusion software. Despite its lack of interactivity, the technology ascends from its prowess in taking Van Gogh still frames and turning them into animated narratives and then, shot by shot, project it on uneven walls and pillars.


Visitor Experience

People can sit on the floor or walk through the exhibition hall as huge and animated images of “Sunflowers,” “The Starry Night,” and others surround them. Things in the pictures, like the whirling dark firmament and the birds in flight, line up seamlessly with the soundtrack to give a visual sound-and-visual feast.


Base of Success

The base of its success is its business model and popularizing strategy. It has made high art accessible by melding both the high and low, high pleasure with immersive tech and has brough many non-traditional museum goers through its doors. It also demonstrates that it is a very effective way of promoting and commercializing art through immersive projection.


Case Study 5: Holey Moley Interactive Mini Golf (Australia)

Subject & Use case

Holey Moley is a mix of modern mini-golf with a little bit of tech, providing an interactive and techy fun entertainment center. It overcomes the scarcity and entertainment shortage of traditional golf courses mainly use in entertainment and leisure industry.


Technology Used

The project is based on both motion capture and computer vision technology. Above some holes, there are installed sensors, and cameras to trace the direction and improve monitoring as well as the speed of the golf ball in real-time. After the ball is struck, the system instantaneously calculates the trajectory data of the ball and, according to preset procedures, displays dynamically corresponding effects on the ground.


GOLFER AUDIENCE EXPERIENCE

After the golfer hits the ball, the interactive floor projection produces some interesting visual effects according to the track of the ball, e.g. passing through the virtual rainbow gate, virtual water splash, etc. That makes every shot a surprise and just a whole lot more fun, therefore increasing both the interactivity and the appeal of the game immensely.


Success Factor

What makes Holey Moley successful is it partly breaks the traditional model of entertainment. It reinvented a non-moving game to become lively and full of surprises with the addition of interactive floor projection. This not only entices the youth consumer demographic but also presents a pioneering economic module for the leisure/entertainment sector.


Case Study 6: Beijing Summer Palace Interactive Digital Sandbox

sCore Idea & Context

Based in the Summer Palace Visitor Center, This project uses interactive wall and floor projections to briefly and clearly reflect the historical changes, cultural significance and seasonal landscape of the Summer Palace This is used mainly for exhibition and education of culture. What those places are dreading from is renewed life through modernity against the context of their old cultural roots.


Interactive Tech Featured

Multi-touch technology and projection mapping The wall adjacent to the sandbox model is outfitted with numerous touch points. The system triggers the corresponding projection content when the visitors touch the buttons on the wall. These projected images are shown in a sandbox model and create additional, theme-related visual effects on the walls and floor around sandbox.


User pillar

Just by touching the buttons on the wall with a finger, visitors can watch dynamic projections of buildings and lakes appear on the sand box. So, for instance, tapping the Four Seasons button changes the trees on the sandpit from a winter snow scene to a spring carpet of blooms. This instant-access engagement enables a closer engagement with cultural stories of the Summer Palace.


Success Partner

It combines traditional culture and contemporary technology with perfect harmony. It also incorporates interactive projection to transform a traditional sandbox model into a living, narrative experience; helping visitors discover and experience history and culture in a more holistic and clear manner.


Case Study 7: Artechouse - “Machine Hallucinations” (New York, USA)

Key Idea & Use Case

Artechouse is a new media art immersive space. Project "Machine Hallucinations," which seeks to examine the way AI sees and generates art. An art experiment integrating AI with projection in virtual reality, used for art exhibitions and art technology exhibitions. Its most central philosophical question is machine-dreaming 101: How do machines dream? Takes a question and answers it visually.


Interactive Tech

While not directly involving the audience, the heart of the project are AI-generated content with real-time rendering. The artist sat the Ai down and fed it millions of image data points, letting it teach itself and spit out constantly changing, hallucinogenic dynamic visuals. These are streamed live to several projectors, where projection blending technology then enables casting throughout the entire room (walls, floor and ceiling).


Audience experience

an artificial-intelligence hallucinatory space designed for the audience Their field of view is flooded with rapid, dreamy colors and lines, patterns shifting like moving water, seeming both alien and perfectly normal to the beings whose entire life existed in a dark cell previous to this moment. Through this, visitors can see and experience entering into this consciousness machine, they can feel the thrill of the technology and art combined machine.


Secret To Success

The depth of it's artistic and technological concepts leads to its success. Besides being an excellent piece of projection technology, it goes one step further into the possibilities of AI technology in art. It gives rise to translation a cognitive hazy idea inside a experiential form of substance giving the visitor a tantamount experience both aesthetically and intellectually.


Case Study 8: COEX Aquarium Interactive Floor (Seoul, South Korea)

Application scenario

COEX Aquarium Agent: Core-type Agent An interesting, surprise-promoting interactivity floor-projecting place for visitors, especially for children It brings the aquarium's marine theme to the floor, enhancing visitor interactivity and entertainment. The solution: how to liven up a tour through an aquarium?


Interactive Technology Feature

Body sensing and real-time projection. High-resolution cameras and sensors are set up above a target space. They can measure human motion on the surface with precision. If someone is walking in front of the system, then it immediately reports the behavior of those respective marine creatures and project them on into the floor.


Audience Experience

Animated and adorable schools of fish, starfish and turtles pop out at your feet to play when a visitor, especially a child, walks or runs across the floor. As if playing hide-and-seek with the visitors, these virtual marine creatures will flock away or spread apart. It gives the feeling of walking on the ocean floor, being up close with oceans animals.


Why It Worked

Its strength lies in revolutionising the classic tour experience A simple floor projection made fun and engaging a down-right useless entry passage way, innovatively increasing visitor satisfaction and engagement, creating an effective case study of something that can be replicated in the theme park world and public spaces alike.


Case Study 9: Xi’an Tang Paradise “Dream Back to the Tang Dynasty”

Basic Concept & Use Case

"Dream Back to the Tang Dynasty" is a major outdoor light show that uses the ancient structure within the park as a projection surface to relive the scenes of Tang Dynasty prosperity and stories through light and shadow. Mainly applied to cultural tourism and night-time economy, it seeks to recreate and reproduce traditional culture by providing tools of modern technology for its inheritance and spread. Basically, it addresses the question of how do you light historical buildings at night and tell a history story in an engaging way.


Interactive Technology Showcase

The project utilizes projection mapping technology. To produce a detailed 3D model, every facet, eave and contour of the age-old structures must be accurately measured. Dynamic visuals are subsequently distortion corrected and perfectly mapped onto every surface of the architecture using professional projection software. While the audience does not interact directly, this non-interactive interactive wall projection is one itself where technology and art fall in the perfect fusion.


What audiences were in for

As dusk settles over the enormous, millennia-old architectural compound, the walls become a screen. Visitors are welcome to sit along the lake or stroll through the park, watching light and shadow pass in waves across the pavilions, grand song and dance performances to play out within the palaces, historical moments repeat on the city walls. This stunning visual illusion immerses the visitor into feeling as if they have gone a thousand year back in time and are actually witnessing the splendour of the Tang Empire.


The Secret of Its Success

It blends perfectly the cultural heritage and modern technology, thus generates a unique tourism product. It demonstrates that immersive projection can not only be applied indoors, but the great expressive artistic force of the immersive projection can also be released in the open air and the large historical architecture, which adds new vitality into the cultural tourism industry.


Case Study 10: Interactive Slide in a Shopping Mall Children’s Play Area

Basic Idea & Use Case

This project transforms a basic play equipment for kids (a slide) into a fun and playful interactive experience. This will provide a plan to harness technology to make play spaces more attractive and make play a more fun experience for children. It addresses the problem of how we liven and enrich our Traditional Playgrounds, and more aimed at Commercial Retail and Kids Entertainment.


Highlights from a new Interactive Technology

It is based on motion capture and real-time projection technology (most of the projection will be done perviously and have to be used in an interactive space). Overhead infrared sensors or cameras record the speed and position of a child sliding down the slide, and they know to accurately measure this data on the base of where exactly their body is. The data is transmitted to the system, which creates real-time visual effects displayed on the surface of the slide itself or at the end of the slide on the ground.


Audience Experience

As the kids go down, their bodies feel like paintbrushes, drawing rainbow paths on the slide surface or a cloud of butterflies take wing. With each step onto the ground at the other end, the interactive floor projection leaves in its place splashes of water or adorable cartoon characters. So it transforms a mere slide game to a fairy taleеце.


Successful

It is successful, thank you, business, business stuff. Transformation of interactive projection technology to our everyday life, presenting an impressive user experience for a reasonably low price. It draws family spending and creates a competitive advantage that no other competitor mall would probably take away.


Final Thoughts and Future Direction: Creating a New Dimension

All 10 case studies above represent the enormous potential of immersive projection. A visually stunning piece of technology, yes, but it wields wall and floor projections to literally draw us in as a novel meeting ground of space and story.


Whether it be from the art halls to business districts to cultural sites to play areas for youth, this interactive projection is changing the way we interact with our physical environment. It transforms frigid walls into portals with words and mundane floors into carpets of your childhood sorcery. We believe that with the development of technology, the spaces of the future will become more than just static containers, but organic, smart canvases that can communicate with us.


Which of these cases has impressed you most, in your opinion? Where else do you think could be an unexpected place for interactive projection in the future?

bandiera
Dettagli del blog
Created with Pixso. Casa. Created with Pixso. Blog Created with Pixso.

Beyond the Screen: 10 Global Immersive Projection Case Studies That Redefine Your Perception of Space

Beyond the Screen: 10 Global Immersive Projection Case Studies That Redefine Your Perception of Space

2025-09-17

Redefining Our Interaction with Space

We use screens to engage with the world around as it is the norm in the digital age. But what if the not so far off screen is just not black in nature, but stretches over an entire room, a whole building or the ground you stand upon? That right there, this is the power of immersive projection. It transcends the limits of physical space, merging the digital space with the material world for spectacular audio-visual spectacles.

So now we are going to take a deep dive through 10 of the worlds most creative immersive projection case studies to dissect the truly remarkable uses of wall and floor projection interactivity. We will be taking a closer look — through the lenses of technology, creativity, and audience experience — at what makes each project work.


Case Study 1: teamLab Borderless (Tokyo, Japan)

Key Idea & Use Case

A borderless "museum of light" which integrates art, technology and audience experience. It makes a flexible art space that is routing free, to let people freely move their bodies through — to explore, play within, and eventually inhabit the art. It is an art gallery and an experience and entertainment center.


Spotlight on Interactive Technology

teamLab employs a system of complex motion capture and real-time rendering technology. Cameras and sensors with high precision all over the space simultaneously record the movements and locations of the bodies of visitors. The data is sent to large servers, processed by a real-time rendering engine to create dynamic visual effects, and projected almost instantaneously onto the walls and floors by hundreds of projectors. The technology provides real time or immediate feedback to every audience movement in a unique manner.


Audience Experience

Players interact freely with the light and shadow flowers created on the wall, which bloom or wither when you touch them. A waterfall projection that does water parting around the shape of a human body when the body is present in front of it. There are ripples on the floor below where they step, in the Light Waterfall area, where the floor projection becomes a part of their physical movement. No longer passive observers of art, visitors become co-creators of it.


Success Factor

Nuestros talentos: El éxito de teamLab Borderless radica en su modelo innovador. Not only does it not be content with simply projecting some images onto the walls but also generates a “borderless” system in which artworks are interlinked and capable of real interactions, not just “reactions” with the real top-of-the-line audiences. It has changed the paradigm of the art museum, a turning point in new media art.


Case Study 2: Carrières de Lumières (Arles, France)

Core Idea & Use Case

Taking advantage of the 360-degree scale of the huge, deserted quarry, the project makes the site a natural projector screen for the works of artists of the highest caliber. An artistically interactive gallery — Editor's Note: It is an effective application by changing a historical place-the ancient rectory— as a space for the dynamic art gallery which only for art exhibitions. It addresses the question of how to animate static art forms and evoke more profound and visceral responses in audiences.


Interactive Technology Spotlight

While the project is predominantly non-interactive projection, its technological highlight is in projection blending and distortion correction. The irregularity and unevenness of the quarry walls meant that the organizers needed a number of ultra-high-lumen projectors and professional fusion correction software to mosaic multiple images together while simultaneously performing real-time corrections according to the contours of the wall, matching each picture to the contour of the stone at each point.


What to Expect for Visitors

Stone walls up to 14 meters high envelop visitors, immersed in the flowering masterpieces of Van Gogh, Monet and others. With the whorls of The Starry Night spinning and streaming across the pockmarked walls and floor, and the light and shadow of Water Lilies shimmering a few inches beneath their feet, the immersion makes you feel almost as if you've walked into the paintings, subject to the mighty force of art.


The Best Part

Its success comes from its ability to create “site specific” Entity. It changed a deserted industrial site into a special art space and it utilized it's gargantuan scale to foster an environment of scale never encountered in traditional museums. ChillOut Room : ChillOut Room proves that with it sheer powerful expressiveness, our immersive projection can be utilized not merely for interactivity but also for creating the final sensory experience.


Case Study 3: AREA15 - The Tree of Ténéré (Las Vegas, USA)

Master Concept & Use Case

AREA15 is a unique immersive experience center for adults and the installation “The Tree of Ténéré”. The One Thousand Dream Gardens project blends an art installation with interactive floor projection to create a dreamlike, dynamic, interactive public space. Its main purpose is to be a place to socialize and be entertained: a point in time to spend with people and enjoy interactive visual experiences.


Interactive Technology Description

The project employs infrared human sensing technologies, and the repurposed Xbox Kinect to portray lifelike avatars. An infrared sensor matrix is embedded below the floor, allowing the exact position as well as the movement of visitors to be determined. As a visitor enters the sensing area, the sensor immediately sends a signal to the system to produce corresponding projection effects. At the same time, the projectors coordinate with 250,000 LED lights embedded in the tree to provide a highly synchronized visual expereince.


Experience for the Audience

One can walk, play, and dance or run below the tree. Kid's Footsteps Make Patterns for InteractiveFloor Projection Under Their Feet: An interactive floor projection under their feet, where footsteps become patterns, such as flowing light waves, twinkling stars, or blossoming flowers This leads to an experience that allows people to feel like they are not simply within a space but also conversing with the space itself.


Secret Sauce

Swell a static art installation into a social center It also shows that interactive floor projection is not just for commercial or exhibition usage, it can be used as a crowds gathering point in the public area in your venue to increase the fun and interest of your space, and indirectly increase the value of the whole commercial complex.


Case Study 4: Van Gogh Immersive Experience (Global Tour)

An Introduction to the Concept & Use Case

A 360° immersive digital art exhibition experience on digital art focused solely on Van Gogh Its intent is for the public to “enter” the art of Van Gogh–a concept that is both more contemporary and limited by the confines of a traditional museum, but making art accessible through technology. It specifically used in context of cultural shows and education.


Key Technology in Interactive Projection Interaction

This paper mainly focuses on the multi-channel projection blending technology used in this project. Highly accurate projectors, dozens of them, on walls and floors, filmed and worded together by special fusion software. Despite its lack of interactivity, the technology ascends from its prowess in taking Van Gogh still frames and turning them into animated narratives and then, shot by shot, project it on uneven walls and pillars.


Visitor Experience

People can sit on the floor or walk through the exhibition hall as huge and animated images of “Sunflowers,” “The Starry Night,” and others surround them. Things in the pictures, like the whirling dark firmament and the birds in flight, line up seamlessly with the soundtrack to give a visual sound-and-visual feast.


Base of Success

The base of its success is its business model and popularizing strategy. It has made high art accessible by melding both the high and low, high pleasure with immersive tech and has brough many non-traditional museum goers through its doors. It also demonstrates that it is a very effective way of promoting and commercializing art through immersive projection.


Case Study 5: Holey Moley Interactive Mini Golf (Australia)

Subject & Use case

Holey Moley is a mix of modern mini-golf with a little bit of tech, providing an interactive and techy fun entertainment center. It overcomes the scarcity and entertainment shortage of traditional golf courses mainly use in entertainment and leisure industry.


Technology Used

The project is based on both motion capture and computer vision technology. Above some holes, there are installed sensors, and cameras to trace the direction and improve monitoring as well as the speed of the golf ball in real-time. After the ball is struck, the system instantaneously calculates the trajectory data of the ball and, according to preset procedures, displays dynamically corresponding effects on the ground.


GOLFER AUDIENCE EXPERIENCE

After the golfer hits the ball, the interactive floor projection produces some interesting visual effects according to the track of the ball, e.g. passing through the virtual rainbow gate, virtual water splash, etc. That makes every shot a surprise and just a whole lot more fun, therefore increasing both the interactivity and the appeal of the game immensely.


Success Factor

What makes Holey Moley successful is it partly breaks the traditional model of entertainment. It reinvented a non-moving game to become lively and full of surprises with the addition of interactive floor projection. This not only entices the youth consumer demographic but also presents a pioneering economic module for the leisure/entertainment sector.


Case Study 6: Beijing Summer Palace Interactive Digital Sandbox

sCore Idea & Context

Based in the Summer Palace Visitor Center, This project uses interactive wall and floor projections to briefly and clearly reflect the historical changes, cultural significance and seasonal landscape of the Summer Palace This is used mainly for exhibition and education of culture. What those places are dreading from is renewed life through modernity against the context of their old cultural roots.


Interactive Tech Featured

Multi-touch technology and projection mapping The wall adjacent to the sandbox model is outfitted with numerous touch points. The system triggers the corresponding projection content when the visitors touch the buttons on the wall. These projected images are shown in a sandbox model and create additional, theme-related visual effects on the walls and floor around sandbox.


User pillar

Just by touching the buttons on the wall with a finger, visitors can watch dynamic projections of buildings and lakes appear on the sand box. So, for instance, tapping the Four Seasons button changes the trees on the sandpit from a winter snow scene to a spring carpet of blooms. This instant-access engagement enables a closer engagement with cultural stories of the Summer Palace.


Success Partner

It combines traditional culture and contemporary technology with perfect harmony. It also incorporates interactive projection to transform a traditional sandbox model into a living, narrative experience; helping visitors discover and experience history and culture in a more holistic and clear manner.


Case Study 7: Artechouse - “Machine Hallucinations” (New York, USA)

Key Idea & Use Case

Artechouse is a new media art immersive space. Project "Machine Hallucinations," which seeks to examine the way AI sees and generates art. An art experiment integrating AI with projection in virtual reality, used for art exhibitions and art technology exhibitions. Its most central philosophical question is machine-dreaming 101: How do machines dream? Takes a question and answers it visually.


Interactive Tech

While not directly involving the audience, the heart of the project are AI-generated content with real-time rendering. The artist sat the Ai down and fed it millions of image data points, letting it teach itself and spit out constantly changing, hallucinogenic dynamic visuals. These are streamed live to several projectors, where projection blending technology then enables casting throughout the entire room (walls, floor and ceiling).


Audience experience

an artificial-intelligence hallucinatory space designed for the audience Their field of view is flooded with rapid, dreamy colors and lines, patterns shifting like moving water, seeming both alien and perfectly normal to the beings whose entire life existed in a dark cell previous to this moment. Through this, visitors can see and experience entering into this consciousness machine, they can feel the thrill of the technology and art combined machine.


Secret To Success

The depth of it's artistic and technological concepts leads to its success. Besides being an excellent piece of projection technology, it goes one step further into the possibilities of AI technology in art. It gives rise to translation a cognitive hazy idea inside a experiential form of substance giving the visitor a tantamount experience both aesthetically and intellectually.


Case Study 8: COEX Aquarium Interactive Floor (Seoul, South Korea)

Application scenario

COEX Aquarium Agent: Core-type Agent An interesting, surprise-promoting interactivity floor-projecting place for visitors, especially for children It brings the aquarium's marine theme to the floor, enhancing visitor interactivity and entertainment. The solution: how to liven up a tour through an aquarium?


Interactive Technology Feature

Body sensing and real-time projection. High-resolution cameras and sensors are set up above a target space. They can measure human motion on the surface with precision. If someone is walking in front of the system, then it immediately reports the behavior of those respective marine creatures and project them on into the floor.


Audience Experience

Animated and adorable schools of fish, starfish and turtles pop out at your feet to play when a visitor, especially a child, walks or runs across the floor. As if playing hide-and-seek with the visitors, these virtual marine creatures will flock away or spread apart. It gives the feeling of walking on the ocean floor, being up close with oceans animals.


Why It Worked

Its strength lies in revolutionising the classic tour experience A simple floor projection made fun and engaging a down-right useless entry passage way, innovatively increasing visitor satisfaction and engagement, creating an effective case study of something that can be replicated in the theme park world and public spaces alike.


Case Study 9: Xi’an Tang Paradise “Dream Back to the Tang Dynasty”

Basic Concept & Use Case

"Dream Back to the Tang Dynasty" is a major outdoor light show that uses the ancient structure within the park as a projection surface to relive the scenes of Tang Dynasty prosperity and stories through light and shadow. Mainly applied to cultural tourism and night-time economy, it seeks to recreate and reproduce traditional culture by providing tools of modern technology for its inheritance and spread. Basically, it addresses the question of how do you light historical buildings at night and tell a history story in an engaging way.


Interactive Technology Showcase

The project utilizes projection mapping technology. To produce a detailed 3D model, every facet, eave and contour of the age-old structures must be accurately measured. Dynamic visuals are subsequently distortion corrected and perfectly mapped onto every surface of the architecture using professional projection software. While the audience does not interact directly, this non-interactive interactive wall projection is one itself where technology and art fall in the perfect fusion.


What audiences were in for

As dusk settles over the enormous, millennia-old architectural compound, the walls become a screen. Visitors are welcome to sit along the lake or stroll through the park, watching light and shadow pass in waves across the pavilions, grand song and dance performances to play out within the palaces, historical moments repeat on the city walls. This stunning visual illusion immerses the visitor into feeling as if they have gone a thousand year back in time and are actually witnessing the splendour of the Tang Empire.


The Secret of Its Success

It blends perfectly the cultural heritage and modern technology, thus generates a unique tourism product. It demonstrates that immersive projection can not only be applied indoors, but the great expressive artistic force of the immersive projection can also be released in the open air and the large historical architecture, which adds new vitality into the cultural tourism industry.


Case Study 10: Interactive Slide in a Shopping Mall Children’s Play Area

Basic Idea & Use Case

This project transforms a basic play equipment for kids (a slide) into a fun and playful interactive experience. This will provide a plan to harness technology to make play spaces more attractive and make play a more fun experience for children. It addresses the problem of how we liven and enrich our Traditional Playgrounds, and more aimed at Commercial Retail and Kids Entertainment.


Highlights from a new Interactive Technology

It is based on motion capture and real-time projection technology (most of the projection will be done perviously and have to be used in an interactive space). Overhead infrared sensors or cameras record the speed and position of a child sliding down the slide, and they know to accurately measure this data on the base of where exactly their body is. The data is transmitted to the system, which creates real-time visual effects displayed on the surface of the slide itself or at the end of the slide on the ground.


Audience Experience

As the kids go down, their bodies feel like paintbrushes, drawing rainbow paths on the slide surface or a cloud of butterflies take wing. With each step onto the ground at the other end, the interactive floor projection leaves in its place splashes of water or adorable cartoon characters. So it transforms a mere slide game to a fairy taleеце.


Successful

It is successful, thank you, business, business stuff. Transformation of interactive projection technology to our everyday life, presenting an impressive user experience for a reasonably low price. It draws family spending and creates a competitive advantage that no other competitor mall would probably take away.


Final Thoughts and Future Direction: Creating a New Dimension

All 10 case studies above represent the enormous potential of immersive projection. A visually stunning piece of technology, yes, but it wields wall and floor projections to literally draw us in as a novel meeting ground of space and story.


Whether it be from the art halls to business districts to cultural sites to play areas for youth, this interactive projection is changing the way we interact with our physical environment. It transforms frigid walls into portals with words and mundane floors into carpets of your childhood sorcery. We believe that with the development of technology, the spaces of the future will become more than just static containers, but organic, smart canvases that can communicate with us.


Which of these cases has impressed you most, in your opinion? Where else do you think could be an unexpected place for interactive projection in the future?