I See You
Responsibilities: Proximity Capture with Arduino, Procedural 3D modeling, Particle Simulation, Data Processing, Data Visualization, PBR material
Overview
This project mirrors how real-world surveillance often operates: quietly, invisibly, and without consent by using proximity sensing to trigger both visible changes and hidden system behavior. It creates a layered experience: the viewer believes they're in control through a visible slider, but the system is already reacting before any input.It invites viewers to confront how easily their presence can be tracked—without flashy alerts or obvious prompts.
Goals
Data Ethics Awareness. I visualize the hidden dynamics of surveillance to reveal how data collection often occurs without explicit consent, prompting reflection on digital privacy.
Human-Computer Interaction. I explore proximity as an interactive medium, where a viewer's physical presence triggers both visible and concealed system responses.
Proximity Capture
A proximity sensor connected through an Arduino reads the signal, processes distance in centimeters in Arduino IDE, and streams it to the computer. The values are sent over USB as simple data that TouchDesigner can use in real time.
In greater details:
A proximity sensor works by sending out an ultrasonic sound wave through its transmitter and waiting for the echo to return after bouncing off a nearby object. It then measures the time the echo takes to come back to calculate the object's distance from the sensor.
Data Processing & Visualization
In TouchDesigner, proximity data drive the eye's color transformation, activating when the viewer engages with the secondary interaction that controls the anxiety level on the slider.
Eye: The base eye geometry is generated by twisting a torus. Its surface uses a PBR material enhanced with subtle, animated noise affecting the height, normal, and color maps. A ramp node produces a striped, three-color palette (black and two supporting hues) that shift dynamically.
Tears: A particle simulation emits from a semicircular source precisely aligned with the eye pupil to simulate tears.
Post-processing adds watercolor blur in a layered feedback, making tears look more washed, like a waterfall instead of straight on lines, making experience more believable.
Relevance
This work can support learning in classrooms, provoke dialogue in public installations, and inform ethical design in tech development. In education, especially media and digital ethics courses, it offers a hands-on way to explore surveillance where students don't just learn about data tracking; they experience it. The hidden interaction makes complex ideas about consent and visibility understandable.
In gallery or museum settings, it draws viewers in with visual intrigue, prompting reflection on their own digital footprints. For designers and developers working in UX, HCI, or smart tech, it acts as a critique: a reminder that just because interaction is invisible doesn't mean it's neutral.
Challenges and learning outcomes
One of the main challenges was combining the particle simulation with the 3D eye geometry.
I initially started with a familiar approach using the Particle GPU and force operators, but ran into a few issues. The particle source could only be easily defined using default shapes, which made it difficult to create a semicircular spawn area that aligned with the eye. More critically, I couldn't find a way to properly combine the 3D geometry and 2D Particle GPU output within a single Render TOP—because the GPU particles don't render through the standard 3D render pipeline, they appear as a separate layer and break the spatial coherence.
To solve this, I rebuilt the simulation using Particle SOPs instead. This allowed both the 3D eye model and the particle system to be processed through the same render pipeline. I then aligned and composed them from the camera's point of view to make the output appear unified. As a nice side effect, the emission angle of the tears shifted slightly toward the viewer, adding unexpected depth and emotional intensity to the piece.