Synesthesia in Motion

An XR Exploration of Sound, Space, and Perception

An XR Exploration of Sound, Space, and Perception

An XR Exploration of Sound, Space, and Perception

"Synesthesia in Motion" is an XR-driven interactive experience where movement transforms sound into immersive visuals, tangible cymatic patterns, and a fully responsive VR environment.

"Synesthesia in Motion" is an XR-driven interactive experience where movement transforms sound into immersive visuals, tangible cymatic patterns, and a fully responsive VR environment.

3 Week

TIMELINE

Immersive Design

PROJECT CATEGORY

Group of 2

NEW MEDIA MODULE

Mentor

FABIN RASHEED & SUMANA SOM

MY CONTRIBUTION: Designed and developed interactions on TouchDesigner, prototyped real-time visuals, VR experience on Unity, and cymatics experiments bridging physical and digital soundscapes

Concept Overview

What if you could step inside sound, see, touch, and feel it move? Synesthesia in Motion is an XR installation where movement shapes sound. Your gestures alter sound waves, generating real-time visuals, rippling through sand and water, and immersing you in a reactive VR space. Rooted in cymatics, it blurs the line between digital and physical, making sound a tangible experience.
Concept Overview

What if you could step inside sound, see, touch, and feel it move? Synesthesia in Motion is an XR installation where movement shapes sound. Your gestures alter sound waves, generating real-time visuals, rippling through sand and water, and immersing you in a reactive VR space. Rooted in cymatics, it blurs the line between digital and physical, making sound a tangible experience.

The Three Phases of Experience

1. Seeing Sound

Inside a VR cave setup, movement became music. Kinect tracked body motion, transforming it into sound and generating real-time visuals in TouchDesigner, making sound visible.

2. Touching Sound

A speaker setup sent vibrations through sand and water, revealing intricate patterns that showed how invisible frequencies move through the physical world.

3. Stepping Inside Sound

A VR experience built in Unity let users enter sound itself, where audio frequencies dynamically shape the visuals and the immersive environment.

Step 1 - Process

Bringing Motion to LifeBringing Motion to Life

Bringing Motion to LifeBringing Motion to Life

Bringing Motion to LifeBringing Motion to Life

  • Kinect Data Processing – Kinect captures real-time XYZ coordinates of the left and right hands, sending the data to TouchDesigner.
  • Sound Modulation – The hand movements map amplitude and frequency, dynamically altering the audio output.
  • Visual Mapping – These frequencies are directly linked to visuals, generating fluid, responsive projections.
  • Real-Time Projection – The processed visuals are projected into the space, creating an immersive environment.
  • VR Cave Setup – Large-scale projections envelop users, merging their movements with sound and visuals.

Who It's For & What to Do

Who It's For & What to Do

Who It's For & What to Do

Designed for all ages, this installation lets users shape sound with movement, revealing its impact through visuals, vibrations, and immersive experiences.

Designed for all ages, this installation lets users shape sound with movement, revealing its impact through visuals, vibrations, and immersive experiences.

Part 2

The Physical Installation – Making Sound Tangible

In the second part, we use cymatics to make sound visible. A speaker setup vibrates sand and water at different frequencies, creating unique patterns. As the sound changes, the patterns shift in real time, showing how invisible sound waves affect physical materials.

Process

Building the Physical Soundscape

Building the Physical Soundscape

Building the Physical Soundscape

Speaker Setup – A 50W speaker was placed under a stretched membrane for sand patterns.
Water Plate Experiment – A water-filled plate on a vibrating surface visualized sound waves.
Frequency Modulation – Adjusting frequencies changed the patterns dynamically mapped to the users body movement.

Part 3

The VR Installation – Stepping Inside Sound

The final step was to create an environment where sound became a fully immersive experience. In VR, audio frequencies shaped the space, creating a reactive sonic world.
  • Users Enter the VR Space – They wear a VR headset and step into a sound-driven digital environment.
  • Sound Shapes the Environment – Floating waveforms and visuals change dynamically based on the sound’s frequency and amplitude.
  • A Fully Immersive Experience – The environment continuously shifts, allowing users to see and hear sound in a new, spatial form.

Final Design Showcase

Creating an Immersive Sound World

Creating an Immersive Sound World

Creating an Immersive Sound World

The final showcase brought Synesthesia in Motion to life, where visitors actively engaged with every phase of the installation. They moved, interacted, and explored how their gestures shaped sound in real-time, first through dynamic projections, then by witnessing sound take physical form in sand and water, and finally by stepping inside a fully immersive VR world where sound became a living, responsive environment.

The final showcase brought Synesthesia in Motion to life, where visitors actively engaged with every phase of the installation. They moved, interacted, and explored how their gestures shaped sound in real-time, first through dynamic projections, then by witnessing sound take physical form in sand and water, and finally by stepping inside a fully immersive VR world where sound became a living, responsive environment.

Challenges & Iterations

Overcoming Technical Barriers

  • Latency in Motion Tracking – Kinect’s real-time tracking initially had delays, causing a lag between user movements and visual/audio response. We optimized the system to ensure seamless interaction.
  • Tuning Cymatics Setup – Different frequencies produced inconsistent sand and water patterns. We fine-tuned the audio output to create clearer, more defined visual formations.
  • VR Optimization – The spatial audio wasn’t accurately aligning with the virtual environment. We refined sound positioning and responsiveness for a fully immersive experience.

Future Outcomes & Applications

Expanding the Boundaries of Sound

  • Interactive Music Performances – Expanding the installation into live performances where musicians or audiences can manipulate sound and visuals through body movement.
  • Therapeutic Soundscapes – Applying cymatics in therapy to visualize and feel sound vibrations, potentially aiding in relaxation, meditation, and sound healing practices.
  • Immersive Learning – Using XR to teach sound physics, allowing students to see and experience how frequencies interact with materials in real-time.

Let's Connect

Know more about me & my work

Looking forward to contributing to the next transformational experience!

Let's Connect

Know more about me & my work

Looking forward to contributing to the next transformational experience!

Let's Connect

Know more about me & my work

Looking forward to contributing to the next transformational experience!

Let's Connect

Know more about me & my work

Looking forward to contributing to the next transformational experience!
Sphere logo

I design digital, physical and phygital experiences.

© Copyright Abhishek Manraj 2026. All Rights Reserved

Twitter
Sphere logo

I design digital, physical and phygital experiences.

© Copyright Abhishek Manraj 2026. All Rights Reserved

Twitter
Sphere logo

I design digital, physical and phygital experiences.

© Copyright Abhishek Manraj 2026. All Rights Reserved

Twitter
Sphere logo

I design digital, physical and phygital experiences.

© Copyright Abhishek Manraj 2026. All Rights Reserved

Twitter

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