live to consume
360° projection installation
interaccess gallery
march-april 2026
360° video documentation

to interact:
  • drag your mouse to rotate the frame
  • or press the arrow keys to rotate the frame

if your mouse gets captured:
  • hover it over a static part of the website to regain control
  • or click on the menu in the top right corner to navigate to another section of the site

the videos below showcase:
  1. system tracking and responding to one person
  2. an experiment using height data to move the world in the z axis
  3. the chaos that can ensue as multiple people move in the space and system sensitivity is increased
images of the opening exhibition at interaccess gallery on march 19, 2026
  • click the image below to cycle through
images courtesy of liam mackenzie
images courtesy of liam mackenzie
images courtesy of liam mackenzie
images courtesy of liam mackenzie
images courtesy of liam mackenzie
images courtesy of liam mackenzie
images courtesy of liam mackenzie
interaction mechanics

the media below showcases the logic layer and interaction mechanics. specifically:
  1. the touch designer network
  2. the generated world
  3. how changing motion and presence values affect that world
a slider standing in for live sensor data, showing how presence values drive video spawning in the touch designer network.
a test in the gallery: the sensor maps my position to a frame of video. moving forward proportionally scrubs the video forward. moving back scrubs it back. in the final piece, motion drives playback speed rather than frame position due to being better suited to a full room of bodies.
system components and technical requirements

the system components belong to the following categories, described in detail below:
  1. sensing (input)
  2. processing (logic)
  3. content pipeline (generation)
  4. output (display)
  5. maintenance / reliability

1. sensing (input)

componentfunctionsource
ceiling-mounted azure kinect (qty depends on room size — e.g. 2 units for a 25×38 ft room) depth tracking to detect presence/position of visitors to be sourced — compatible with standard azure kinect hardware
mini-pc per kinect (1:1 in prior install; can run 1 pc per 2 kinects if a sync cable and a sufficiently long high-speed data cable are used) runs kinect capture/processing locally; accessed via ssh from the main gallery computer for setup, coding, and monitoring during install and exhibition windows pc with latest kinect sdk installed, able to process numpy arrays, wifi-enabled. exact specs otherwise flexible.
high-speed data cable, kinect to pc ~40gbps usb-c cable for reliable data transfer between each kinect and its pc to be sourced

2. processing (logic)

componentfunctionsource
custom tracking software computes presence (ratio of white-to-black pixels after masking the depth array to the range where shoulders typically sit); motion (sum of pixel-value differences between consecutive frames); and center of mass (average x/y/z position of all detected pixels, used to drive the virtual camera's position in the 3d world) artist-built, maintained, and supplied
osc data bridge sends real-time presence, motion, and position values from tracking software to touchdesigner artist-built, maintained, and supplied

3. content pipeline (generation)

componentfunctionsource
youtube api + automated queryer + database pulls randomized search terms, retrieves matching videos daily, logs video ids to a database artist-built; requires api key, supplied by artist
yt-dlp download routine downloads video files from the database artist-built
content refresh (current vs. planned) prior presentation used a pre-downloaded pool — as much footage as fit on 2tb of storage, each file tagged by unique id, sequentially selected and removed from the pool in touchdesigner as it was used. a live cyclic download/delete system, enabling continuous, unbounded content refresh during the exhibition run, is in development and would be implemented for this presentation, time permitting. if implemented, this would also require a self-updating routine for yt-dlp, to keep the automated download process functional through youtube-side platform changes. artist-built
storage (2tb+ external ssd or equivalent) temporary storage for downloaded video before/during exhibition gallery or artist, to be confirmed

4. output (display)

componentfunctionsource
touchdesigner (pro license) builds and renders the real-time 3d video environment license to be secured — purchase or gallery-provided
360° projection setup (projectors + edge-blending/calibration) projection surface for the walkable 3d archive expected from venue. this is the component the artist has the least in-house expertise in — prior presentation took place in a gallery with an existing 360° projection infrastructure already built and calibrated; the artist did not set this up. detailed specs from that prior install (projector count, placement, calibration approach) could be gathered and shared post-award if selected, but are not available ahead of the application deadline.
gallery/presentation computer runs touchdesigner and tracking software in real time gallery-provided or artist-supplied; highest available gpu/ram recommended — exact spec to be confirmed against prior installation's reference machine ahead of install

5. maintenance / reliability

  • daily operation: minimal. in the prior presentation, the kinect tracking script was automated to start each morning and shut down each evening; gallery staff only needed to open the touchdesigner file daily. no maintenance issues occurred over several weeks of exhibition.
  • known failure point: occasional lag or freezing under high-presence conditions (large crowds), caused by gpu load. mitigated by either capping the maximum tracked presence value or running on a higher-spec gpu.
  • platform dependency: if the live cyclic download system (see content pipeline, above) is implemented, yt-dlp would need a self-updating routine to remain functional through youtube-side platform changes. not required for the pre-downloaded-pool approach used previously.
  • network: requires an isolated wifi network, primarily to ensure smooth, low-latency communication between the kinect mini-pcs and the main gallery computer. if the live cyclic download system is implemented, network isolation would additionally help prevent bandwidth competition from affecting real-time download and playback performance.