The Strong Museum of Play
Gesture Based Interactive
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The Strong Bubble Tower
ROLESole Engineer / Interactive Systems Developer
DATESummer 2015 launch
STACKopenFrameworks (C++), Kinect v2 (skeleton + depth), GLSL / GPU compositing
Executive Summary
Bubble Tower is a large-scale interactive installation built for The Strong National Museum of Play. Using a Kinect v2 depth camera and skeleton tracking, visitors see themselves extracted into a whimsical papercut-style animated world spanning approximately 15 vertically stacked displays.

The experience supports up to six visitors at a time, allowing kids to interact with floating bubbles through full-body gestures—popping bubbles, collecting them, pushing them around, and triggering special effects like tornado swirls. A signature interaction allowed visitors to clap above their head to capture a photo that floats upward inside a bubble.

I developed the complete real-time tracking and interaction system in openFrameworks, including gesture detection, bubble physics behaviors, and the compositing pipeline that blended depth-camera silhouettes into the illustrated environment.


Exhibit Concept
The goal of the installation was to create a playful “magic mirror” experience: visitors become part of a storybook-like animated scene, where their motion directly affects the environment.

Rather than presenting a screen-based game, Bubble Tower was designed as a physical spectacle—an interactive tower of motion and animation that could be understood instantly by kids and crowds.


System Overview
  • Kinect v2 used for skeleton tracking + depth extraction
  • Real-time visitor silhouettes composited into a 2D illustrated world
  • One PC drove the full display tower as a single mapped canvas
  • 15-screen output treated as one continuous vertical animation space
Key Engineering Challenges Solved
1. Real-Time Depth Compositing With Clean Silhouette Output
Depth cameras produce noisy edges and flickering artifacts, especially in public environments. I implemented filtering and edge-softening techniques to stabilize the extracted visitor silhouette so it felt visually integrated with the illustrated world rather than looking like raw camera footage.

2. Gesture-Driven Interaction Design (Multi-Visitor)
The installation supported multiple visitors simultaneously and recognized distinct gestures to drive different interactions, including:
  • clap above head → capture photo bubble
  • arms extended → collect bubbles onto hands
  • poke bubbles → pop interaction
  • overhead swing → trigger tornado swirl
  • general motion → push bubbles dynamically
This required reliable gesture detection using skeleton tracking while keeping the experience responsive and forgiving for kids.

3. Large-Format Display Mapping + Performance Stability
The entire tower was rendered as one continuous experience across 15 displays driven by a single machine. The system required stable frame rate performance and careful layout/mapping to ensure animations felt cohesive at architectural scale.
Collaboration Delivery Context
Unified Field was brought in as a technical development partner through Northern Light Productions. I worked directly with their project management team, participated in museum testing sessions, and supported onsite calibration and integration to ensure the installation performed reliably in a real visitor environment.
Outcome
Bubble Tower became a high-visibility interactive centerpiece at The Strong Museum, combining large-format spectacle with intuitive gesture-based play. The final experience delivered:
  • clean real-time visitor integration into the environment
  • responsive multi-user interaction
  • a playful, instantly understandable gesture vocabulary
  • stable performance across a tall multi-display installation
The project won Gold at the New York Design Awards (Digital – Entertainment & Leisure).
Skills Demonstrated
  • Kinect v2 skeleton tracking + depth processing
  • openFrameworks (C++) real-time interactive development
  • gesture recognition design for public installations
  • real-time compositing + silhouette filtering
  • large-format multi-display rendering and mapping
  • physics-driven interactive object systems (bubble behaviors)
  • onsite calibration and museum deployment support