Project 01 / Interactive + Generative

WHEN WORLDS COLLIDE

Initialising virtual world OK
Serial input Waiting
Unreal Engine Ready
When Worlds Collide project poster
Interaction / Generative / Real-time

When Worlds
Collide

Physical input becomes serial data. Serial data becomes virtual body motion.

Enter System
00 / CONCEPT Body → Data → Motion

An interactive installation in which touch, proximity, stretch and grip are translated into real-time digital body motion.

When Worlds Collide connects a physical interface built around an Arduino UNO with a virtual theatre-like environment running in Unreal Engine.

Audience input is calibrated, mapped, cleaned and transmitted through serial communication, where it becomes character behaviour.

Instead of treating the keyboard, mouse or conventional controller as the default interface, the installation uses the motility of the human body itself.

04 / IN SITU

From system to exhibition.

PHYSICAL / PUBLIC
Custom physical interface built for When Worlds Collide
Physical interface / Custom sensor system
Work in progress installation setup
Installation process / Calibration + setup
When Worlds Collide installed in the exhibition
Exhibition view / Spatial curation

Two worlds.
One feedback loop.

01 / SYSTEM
Physical World

Body / Sensors

  • Controller Arduino UNO
  • Touch Capacitive
  • Distance Proximity
  • Deformation Stretch
  • Pressure Grip
Virtual World

Data / Bodies

  • Environment Unreal Engine
  • Logic Blueprints
  • Behaviour State Machines
  • Interpolation Blend Spaces
  • Output Character Motion
ARDUINO → SERIAL COMMUNICATION → UNREAL ENGINE
01 / EXPERIENCE

The work in motion.

FINAL APPLICATION

Interaction logic

02 / SIGNAL PATH
01 HAND
02 SENSOR
03 ARDUINO
04 SERIAL DATA
05 UNREAL
06 CONDITION
07 ANIMATION STATE
08 DIGITAL BODY

Unreal Engine retrieves incoming sensor values, checks predefined conditions and calls the relevant animation Blueprint states.

While the individual animation states are authored in advance, Blend Spaces allow continuous interpolation according to the real-time data arriving from the physical interface.

Sensor Example

Proximity → Velocity

03 / BLEND SPACE

A toggle activates the two central characters. Once active, a neighbouring proximity sensor controls the interpolation between walking in place, walking forward, running and full-speed sprinting.

As the audience moves their hand closer to the cushion, the character accelerates. Full contact produces the maximum movement state.

Distance Far → Close
IDLE
WALK
WALK FORWARD
RUN
SPEED RUN

The body becomes the controller.

The work responds to a recurring limitation of immersive media: virtual contact can appear visually convincing while remaining physically absent.

By reconnecting interaction to tactile and proprioceptive cues, the installation reinforces agency through a direct visual feedback loop between physical action and animated reaction.

In this sense, the installation functions as data visualisation through digital body motion.

02 / SYSTEM

Making the work.

ARDUINO + UE

Each sensor required calibration. Raw output ranges were measured, mapped in Arduino, cleaned and transmitted to Unreal Engine.

Data is stored globally and then retrieved locally within the relevant Blueprints to control character behaviour.

The final piece is a packaged Windows Unreal Engine application, rather than a rendered video, requiring a live Arduino connection using the configured COM port and baud rate.

01 PHYSICAL BODY
02 SENSOR ARRAY
03 ARDUINO UNO
04 SERIAL / COM PORT
05 UNREAL ENGINE
06 GLOBAL VARIABLES
07 BLUEPRINT LOGIC
08 ANIMATION STATE MACHINE
09 CHARACTER BODY
Closing Statement

When Worlds Collide proposes an interface for virtual space in which interaction begins not with the mouse, but with the body.