REALITY//FIELD
Your room becomes an interactive physical field: gestures release impulses, waves and particles that meet the table, floor and walls.
- Type
- Art experience
- Platforms
- Headsets · mobile · desktop
- Technology
- Google XR Blocks · three.js
The experience
The room stops being a background and becomes an interactive physical field. A flick releases an impulse: it meets a surface, flashes and travels across it as a wave. The point is not an object placed into AR, but the sense that the room itself has acquired physics.
Interaction
- Pinch charges a shot; select or click releases a regular impulse.
- An open palm repels particles, a fist attracts them and two hands stretch the field.
- DEBUG REALITY exposes depth geometry, fallback planes, hands, rays and collision points; DREAM REALITY renders the same data as slow waves and luminous particles.
Limits
On Quest 3 the work uses a live depth mesh when the browser provides one; phone and desktop paths retain select and fallback geometry. The mesh currently locates a strike and its normal, while particles remain a lightweight CPU system bounded by the room — per-particle collisions with the live mesh are not implemented.
Google XR Blocks depends on WebXR. Required browser capabilities can be absent on iOS, including Safari, so this experiment may not start there. Quest 3 is the target platform; the desktop simulator is for testing the mechanics.