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Unbounded

April 8, 2024

Unbounded is my thesis project for my Advanced New Media class that went up for exhibition the week of April 8th, 2024 at Ruffin Hall. Unbounded features photography captured from locations all over the world by my collaborator Bijan Boroumand.

Unbounded was rereleased as a part of the Ruffin Co-Curatorial Fellows' show, HOME, from May 18th - June 14th. For this extended release, the installation space featured a mylar flooring in place of the original reflective tape logo design.

Only within the confines of the physical can we discover the imaginary. With Unbounded, the line between the two has been blurred to create a place that is both real and hypothetical.

A place is not merely defined by what it contains - we attribute our own meaning to a place when we create our own experiences, memories, and connections there. I encourage viewers to create that meaning through their own discovery and immersion inside Unbounded’s many dreamscapes. The scenes shown in this piece are created dynamically based on the location and timing of those in the room. With multiple people in the room, viewers are able to merge different dreamscapes, shapes, and colors together that alone would not be possible.

 

Developing this system for Unbounded has been the next iteration towards bridging the gap between observer and art in my work. By traversing these dreamscapes on foot in Unbounded, viewers can truly immerse themselves and become one with the piece. This immersion is the ultimate form of communication, free from interface or obstruction – truly unbounded.

Technical Breakdown 
Technical

Unbounded's installation room features a three-walled projection system that are used as monitors for the computer running the exhibit's software. A Kinect motion capture sensor is located on the ceiling towards the back of the room, aimed down at the floor area where viewers would enter the space. This sensor outputs a live feed into a TouchDesigner system, which cleans up and filters the incoming data to remove noise and create more distinguished silhouettes. The filtered live feed is then sent to a Unity project, which reads it as a heatmap to identify what areas of the room are occupied.

 

The Unity project contains an environment with handpicked and meticulously placed assets. These assets are a variety of objects (flowers, trees, animals) that have been cut out from their original source material, and digitally edited with a Posterization effect to extract their primary colors. Most assets have been scripted in Unity with specific animation parameters that will make them rotate, grow and shrink, and change color over time. Assets are then placed in the virtual environment at specific positions to create the scene. All assets are also given a real-world coordinate that corresponds to a specific point in the physical installation room.

 

On every frame, each asset will calculate its relevancy value by comparing the live feed heatmap to its real-world coordinate. For example, if an asset's coordinate is placed at the top right corner of the room, its relevancy value will increase when someone walks to that corner. Every asset is then sorted by its relevancy value, and only assets whose values are above a certain threshold will be shown on the display. This is the primary system that allows different objects to pop in and out as people move around the room.

 

Every location also is categorized into a specific zone that contains a skybox. The skybox is the image that wraps around the entire scene behind all of the assets (literally the "sky"). Unbounded has five different skyboxes that correspond to different environment archetypes: Snow, Forest, Canyon, River, and Beach. Each zone also has several "events," such as daytime, rainfall, night, etc. These events are on a cycle that will move to the next semi-randomly chosen event after about 2-4 minutes. Every zone also has a library of melodies and sound effects that play in a random sequence.

 

All of these elements combine to create a dynamic visual-audio display that changes with the time and spatial location of people in the room, resulting in an immersive and interactive experience for the viewer.

Unbounded's TouchDesigner component parsing sensor data.

Unbounded's Unity component rendering the virtual environment.

Unbounded's triple projection installation room and sensor area.

© 2025 Brenden Nieves

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