01Foundations
Frequency — the universal thread
A study of frequency as the connective tissue beneath everything: light, sound, brainwaves, colour, shape, psychology and cymatics. This established the conceptual spine of EKO — the idea that movement, sound and visuals are all expressions of the same underlying vibration — and produced a reference mapping the full spectrum, from the visible and audible through to Solfeggio tones, chakra associations and the geometric figures of cymatics.
FrequencyCymaticsColour psychology
02Foundations
The finger instrument
An investigation into visuals and sound driven in real time by movement. A single webcam registers the hands and facial expressions, turning the fingers into keys that play different instruments while simple visual effects fire alongside each note — the first proof that a body alone, with no controller, can perform.
MediaPipe HandsTone.jsReal-time
03Foundations
Finger draw
A study of visuals driven purely by hand movement. The webcam tracks the hand and turns a fingertip into a brush or pencil that paints patterns and trails across the screen, testing how cleanly a gesture can be translated into persistent, expressive mark-making.
Hand trackingTrailsDrawing
04Foundations
The virtual theremin
Building on the earlier studies, we created a virtual theremin to learn how sound can be manipulated and warped by the hands in front of a webcam — pitch, volume and timbre all bending to gesture, with no physical instrument involved.
Gesture → audioPitch / volumeWebcam
05Foundations
Resonance
A more poetic, experiential piece. A sleeping realm exists beneath the surface of our world; it responds to vibration — to dance, to rhythm, to the frequency of a person's presence. The audience moves their hands to paint with light — an early test of EKO's emotional register as much as its technology.
Light paintingVibration-reactiveExperience
06Foundations
Sacred geometry
A study of sacred geometry — the patterns that cultures across the world have, independently, recognised as the architecture beneath things. We explored animated forms such as the Flower of Life, Metatron's Cube and the Sri Yantra, and how a field of particles can morph between them, building a visual language that frames the performer in meaningful, recognisable structure.
Sacred geometryParticlesThree.js
07Foundations
FACS — reading the face
An investigation into FACS, the Facial Action Coding System. The webcam reads facial features and micro-expressions, which are mapped to emotions and in turn to colour frequencies — a route to letting a performer's emotional state, not just their movement, drive the visuals and palette.
FACSExpressionEmotion → colour
08Foundations
Grid trail — capturing the body
Understanding full-body landmarks in the webcam feed: reading positional values and capturing real-time source data so those values can be mapped to audio and visuals in a controlled, predictable way. A grid overlay and trails on key landmarks made the raw data legible — the groundwork for everything that followed.
Full-body landmarksData captureGrid overlay
09Narrative & 3D
Four Seasons — a flower's journey
An exploration of narrative through movement, with the four seasons as the theme and a flower's journey through the cycle of life — from seed to bloom to decay and renewal. This gave EKO a story arc any audience can follow, independent of language, age or culture.
NarrativeFour SeasonsCycle of life
10Narrative & 3D
Driving a rigged 3D flower
Investigating how to drive a rigged 3D object in real time through movement. A Blender flower — stem and petals — was rigged with drivers attached to pre-recorded motion-capture data, simulating the real-time workflow and proving that a performer's movement can animate a virtual object convincingly.
Blender rigDriversMocap
11Narrative & 3D
Matt to avatar
Investigating how to animate 3D characters directly from video motion capture, using Reallusion's iClone video mocap. Matt's recorded performance was retargeted onto a 3D avatar — a path toward populating the work with expressive virtual performers without a dedicated mocap stage.
iCloneVideo mocapRetargeting
12Narrative & 3D
Matt to seed
Investigating how to displace and deform 3D geometry through movement in real time — a performer's motion physically reshaping a virtual object (here, a seed) rather than simply animating a rig, opening up more organic, sculptural responses to the body.
Real-time displacementDeformation
13Heritage AR Trail
Hellfire — heritage made accessible
An early exploration into making culture and heritage more accessible by creating virtual replicas and bringing them to the audience. Using Reality Scan for camera alignment and photogrammetry, we produced a first, deliberately rough replica of the site as a proof of concept.
PhotogrammetryReality ScanHeritage
14Heritage AR Trail
Library I — text into AR
The first step of the heritage AR trail: an initial exploration of how text can be transformed into a form usable in augmented reality, so words and signage already in the real space can become interactive triggers and storytelling elements.
ARTextImage target
15Heritage AR Trail
Library II — blocking out a station
A rough block-out of an AR experience, using Blender's 3D environment to plan one of the trail's stations. The concept: a window display of books in the library opens up to expose a portal into the past.
Blender previsPortalStation design
16Heritage AR Trail
Library III — a working window portal
A working prototype of the library window — a QR-activated AR application that uses the real window display as its image target. Crucially, lighting from the real world affects the 3D objects through AR light estimation, grounding the virtual content in the physical space.
WebARImage targetLight estimation
17Heritage AR Trail
Library IV — artwork comes alive
A sample of existing artwork from the library walls coming alive once triggered in AR — a candidate station on the trail where a section of the narrative is uncovered through a piece the building already holds.
ARArtworkNarrative
18Heritage AR Trail
Tymon fairy — capture
Drone footage of a park sculpture, captured to produce a high-quality 3D replica that can later be triggered at a station on the trail.
Drone captureSculpture3D replica
19Heritage AR Trail
Tymon fairy — scanning & splats
Using Reality Scan to align the captured images for a 3D scan, we explored 3D Gaussian Splatting as a format for a high-fidelity yet highly optimised replica of the sculpture, training a model to reconstruct the form from the aligned imagery.
3D Gaussian SplattingSfM alignmentOptimisation
20Heritage AR Trail
Tymon fairy — the portal effect
Exploring the camera-culling process to achieve a portal effect, where the Gaussian-splat replica is only visible from inside the portal. The aim is a genuine sense of wonder — particularly for a younger audience stepping 'through' into another space.
PortalStencil culling3DGS
21Heritage AR Trail
Tymon fairy — AI characters
Exploring AI tools to produce 3D characters that can be animated and used to help communicate the narrative at a station — a faster route to populating the trail with guides and storytellers.
AI 3D charactersNarrativeAnimation
22Narrative & 3D
Four Seasons performance — Phase 1
A further exploration of narrative through movement, returning to the four seasons and the flower's journey through the cycle of life — this first phase developing the choreography and the staging of the piece.
PerformanceFour SeasonsChoreography
23Narrative & 3D
Four Seasons performance — Phase 2
The second phase of the four-seasons performance study, refining the movement and tightening its relationship to the unfolding narrative.
PerformanceIteration
24Narrative & 3D
Four Seasons performance — full alternative
An alternative, full run of the four-seasons performance, bringing the developed phases together into a single complete piece for review.
PerformanceFull run
25Performance System
The mapping tool — first working build
The first working version of our custom mapping tool: a Unity game-engine application that reads around 1,800 face and body movements, with the ability to convert them into audio triggers and live manipulation. This is the engine the entire performance system is built on.
UnityMapping tool~1,800 inputs
26Performance System
Mapping tool — making the data legible
Developing the mapping system with visual grid overlays and feedback trails on certain landmarks, so that we — and ultimately the performer — can see exactly what the system is reading and responding to.
Grid overlayFeedback trails
27Performance System
Mapping tool — driving object properties
Extending the mapping beyond audio to additional game-object properties: a simple cube's transform and material colours, plus light intensity and colour — proving movement and expression can drive almost any parameter in the scene.
Property mappingMaterialsLighting
28Performance System
Mapping tool — locking in the beat
Nailing the mapping system so beats and instruments stay consistent and predictable — including tap dancing with a kick drum driven by the foot striking the floor, a satisfying and legible cause-and-effect for an audience.
Beat mappingPredictabilityPercussion
29Performance System
Mapping tool — Jazz Hands
Fine-tuning the system to work as a genuine performative piece: the hands controlling pitch and reverb, complemented by dance and full-body expression — the moment it crosses from instrument into performance.
Pitch / reverbPerformance
30Performance System
Mapping tool — knowing the limits
A simple but effective study using the grid overlay and trails to understand the boundaries and limitations of the audio effects — mapping where the system is reliable and where it begins to break down.
ConstraintsCalibration
31Performance System
Mapping tool — Slapstick
Exploring narrative through full-body movement and comedic, slapstick action while manipulating the audio — both a creative test and a way to probe the system's limits under fast, exaggerated motion.
NarrativeFull-bodyStress test
32Performance System
Mapping tool — the full spectacle
Adding visuals and real-time manipulation of game-object properties alongside the music, to understand how a complete spectacle would be performed through movement — audio, visuals and, potentially, stage lighting all driven by one body.
Audio + visualsSpectacle
33Performance System
Onward to Unreal Engine
Exploring conversion of the mapping tool to Unreal Engine 5 — a AAA game engine used extensively in live performance, with native DMX lighting control and capabilities — positioning EKO to drive full stage productions.
Unreal Engine 5DMXLive performance