브랜드 경험 기획자를 위한 멀티 디바이스 미디어아트 레퍼런스, 〈Living Geometry 2026〉
팝업 스토어, 플래그십, 컨퍼런스 부스, 브랜드 활성화 캠페인을 기획하는 입장에서 〈Living Geometry 2026〉은 두 가지 직접적 레퍼런스를 제공한다. 첫째, 단일 미디어월에 갇히지 않는 멀티 디바이스 인터랙션의 실제 작동 사례. 둘째, 관람객 본인 디바이스(BYOD)를 활용해 동시 N명의 합주를 가능하게 하는 시스템 모델. 무료 관람으로 직접 체험·기록할 수 있어 기획안 작성과 클라이언트 미팅용 자료 수집에 적합하다.
왜 브랜드 경험 기획자가 봐야 하는가
지난 5년간 한국과 글로벌의 ‘이머시브 미디어아트’ 카테고리는 대형 LED 미디어월 단일 화면을 중심으로 한 형식이 시장의 다수였다. 〈Living Geometry 2026〉의 〈Banpo-Xism〉은 그것을 다른 방향으로 푼다. 미디어월은 한 디바이스일 뿐이고, 관람객 본인 핸드폰 N개와 보조 PC 3대가 함께 합주하는 매체다. 단일 화면 의존을 넘어선 ‘멀티 디바이스 합주’가 실제로 어떻게 작동하는지를 무료로 직접 확인할 수 있다.
현장에서는 작품 사이의 동선과 권한 흐름(휴대폰 카메라·마이크·자이로 권한 요청 UX)이 관람객의 사용 흐름에 어떻게 통합되는지를 직접 체크할 수 있다. 팝업·플래그십에서 자주 문제가 되는 ‘권한 요청 거절 후 폴백’의 실제 사례를 작품 안에서 본다.
BYOD 인터랙션 모델
〈Banpo-Xism〉은 별도 앱 설치 없이 QR로 진입한다. 핸드폰의 카메라, 자이로, 가속도, 마이크, 멀티 터치가 차례로 풀린다. 입력은 Socket.IO로 단일 미디어월로 모이고, 미디어월의 상태는 약 180ms 주기로 모든 디바이스로 다시 broadcast된다. 결과적으로 관람객 N명이 같은 매니폴드를 동시에 서로 다른 모달리티로 변형한다. 같은 모델은 컨퍼런스 라이브 인터랙션, 팝업 스토어 동시 참여 게임, 플래그십 매장 라운지 인터랙티브로 직접 옮길 수 있다.
별도 키오스크나 전용 단말이 필요 없으므로 설치·운영 비용이 낮다. 운영 인력이 챙겨야 할 것은 미디어월 한 대(또는 동급의 대형 디스플레이)와 안정적인 Wi-Fi뿐이다. 관람객 본인 디바이스가 ‘인터랙션 단말’을 대신한다.
센서 기반 인터랙션의 실제 사례
황인태의 〈Vessel〉은 맥박 센서를 사용해 관람객의 생체 신호를 시각화에 직접 결합한다. 브랜드 경험에서 ‘체험을 측정 가능한 데이터로 환원’해 SNS 공유 콘텐츠로 연결하는 흐름의 직접 레퍼런스가 된다.
황인태의 〈Goldilocks〉는 7가지 환경 변수 슬라이더를 관람객이 직접 조작해 ‘나만의 날씨’를 만들고 그것을 도시의 실시간 데이터와 비교한다. 브랜드의 핵심 가치(예: ‘개인의 취향과 도시의 데이터’)를 인터랙션으로 전환하는 형식의 사례다.
최정윤의 〈Banpo-Xism〉은 ‘본인 핸드폰을 통한 합주’의 가장 끝에 가 있는 구현이다. 광고 클릭이라는 단일 행동으로 모든 센서를 점진적으로 활성화하는 진입 시퀀스, 별도 튜토리얼 없는 affordance 학습, 마르코프 가중치로 운영되는 광고 네비게이션은 그대로 브랜드 활성화 시나리오에 옮길 수 있다.
기획안에 옮기기
관람 후, 작품 사이트(banpo-xism.vercel.app)에서 동일한 인터랙션을 단일 디바이스 모드로 다시 체험할 수 있다. 작가의 매체 명제(MDWA, Multi-Device Web Artwork)와 그 이론적 배경은 portfolio-jyc.org에 정리되어 있다. 기획안 작성, 클라이언트 미팅 자료, RFP 응답에 인용 가능한 형태의 자료가 양국어로 모두 준비되어 있다.
협업·라이선스·커미션 문의는 작가 본인(portfolio-jyc.org)과 KAIST 경험디자인연구실 XD Lab(xdlab.net)을 통해 가능하다.
A Multi-Device Media Art Reference for Brand Experience Teams, Living Geometry 2026 at YDP Artsquare
For teams designing pop-up stores, flagship retail, conference activations, or branded campaigns, Living Geometry 2026 offers two direct references. First, an example of multi-device interaction that does not depend on a single media wall. Second, a working bring-your-own-device model that lets N visitors play together at once. Free admission, no reservation, on view daily through June 28, 2026 at YDP Artsquare on the B2 level of Times Square Mall in Yeongdeungpo, Seoul.
Why brand teams should see this in person
Across the past five years the immersive media art category has been dominated, in Korea and globally, by single-screen LED-wall formats. Banpo-Xism in this exhibition takes a different path. The wall is one device among many; N visitor smartphones and three secondary PCs share the same shared state. The visit lets you observe how a multi-device ensemble actually plays out, free of admission, in a real public setting.
It is also a useful place to study the in-flow UX of permission requests. Mobile camera, microphone, and motion permissions are gated inside the work, with fallbacks for refusals visible to anyone observing the flow. The same questions arise in any pop-up or activation that asks visitors to use their own device.
The bring-your-own-device model
Banpo-Xism is entered via QR with no app install. Camera, gyroscope, accelerometer, microphone, and multi-touch unlock progressively. Inputs are aggregated through Socket.IO into a single media wall, and the wall's state is broadcast back to every device about every 180ms. As a result, N visitors deform the same manifold at the same moment using different modalities. The same model transfers directly to live conference interactions, simultaneous pop-up store engagements, or flagship lounge activations.
Operationally, no dedicated kiosk or proprietary terminal is required. Staff need only to keep one media wall (or comparable large display) running and a stable Wi-Fi network. The visitor's own device replaces the interaction terminal.
Sensor-driven interactions you can study on site
Intae Hwang's Vessel uses a pulse sensor to bring biometric input directly into the visualization. A direct reference for brand experiences that translate participation into shareable measured data.
Intae Hwang's Goldilocks lets visitors set seven environmental parameters and compare their composed weather with Seoul's live data. A useful template for activations that turn a brand value into a parameterised interaction.
Jeanyoon Choi's Banpo-Xism is the most extensive realisation of phone-based ensemble. Single-action onboarding (a tap on an ad), affordance-only learning, and Markov-weighted ad navigation are all patterns that transfer cleanly into branded scenarios.
Taking the reference into a brief
After the visit, the same interactions can be re-experienced in single-device mode at banpo-xism.vercel.app. The artist's medium proposition (Multi-Device Web Artwork, MDWA) and its theoretical ground are documented at portfolio-jyc.org, in citable form for proposals, client decks, and RFP responses, in both Korean and English.
Collaboration, licensing, and commissions can be arranged through the artist (portfolio-jyc.org) and through KAIST Experience Design Lab (xdlab.net).
A Multi-Device Media Art Reference for Brand Experience Teams, Living Geometry 2026 at YDP Artsquare
For teams designing pop-up stores, flagship retail, conference activations, or branded campaigns, Living Geometry 2026 offers two direct references. First, an example of multi-device interaction that does not depend on a single media wall. Second, a working bring-your-own-device model that lets N visitors play together at once. Free admission, no reservation, on view daily through June 28, 2026 at YDP Artsquare on the B2 level of Times Square Mall in Yeongdeungpo, Seoul.
Why brand teams should see this in person
Across the past five years the immersive media art category has been dominated, in Korea and globally, by single-screen LED-wall formats. Banpo-Xism in this exhibition takes a different path. The wall is one device among many; N visitor smartphones and three secondary PCs share the same shared state. The visit lets you observe how a multi-device ensemble actually plays out, free of admission, in a real public setting.
It is also a useful place to study the in-flow UX of permission requests. Mobile camera, microphone, and motion permissions are gated inside the work, with fallbacks for refusals visible to anyone observing the flow. The same questions arise in any pop-up or activation that asks visitors to use their own device.
The bring-your-own-device model
Banpo-Xism is entered via QR with no app install. Camera, gyroscope, accelerometer, microphone, and multi-touch unlock progressively. Inputs are aggregated through Socket.IO into a single media wall, and the wall's state is broadcast back to every device about every 180ms. As a result, N visitors deform the same manifold at the same moment using different modalities. The same model transfers directly to live conference interactions, simultaneous pop-up store engagements, or flagship lounge activations.
Operationally, no dedicated kiosk or proprietary terminal is required. Staff need only to keep one media wall (or comparable large display) running and a stable Wi-Fi network. The visitor's own device replaces the interaction terminal.
Sensor-driven interactions you can study on site
Intae Hwang's Vessel uses a pulse sensor to bring biometric input directly into the visualization. A direct reference for brand experiences that translate participation into shareable measured data.
Intae Hwang's Goldilocks lets visitors set seven environmental parameters and compare their composed weather with Seoul's live data. A useful template for activations that turn a brand value into a parameterised interaction.
Jeanyoon Choi's Banpo-Xism is the most extensive realisation of phone-based ensemble. Single-action onboarding (a tap on an ad), affordance-only learning, and Markov-weighted ad navigation are all patterns that transfer cleanly into branded scenarios.
Taking the reference into a brief
After the visit, the same interactions can be re-experienced in single-device mode at banpo-xism.vercel.app. The artist's medium proposition (Multi-Device Web Artwork, MDWA) and its theoretical ground are documented at portfolio-jyc.org, in citable form for proposals, client decks, and RFP responses, in both Korean and English.
Collaboration, licensing, and commissions can be arranged through the artist (portfolio-jyc.org) and through KAIST Experience Design Lab (xdlab.net).
Living Geometry 2026 is a media-art special exhibition curated and developed by the KAIST Experience Design Lab (XD Lab) within KAIST's Department of Industrial Design. It re-threads Yeongdeungpo's visible urban landscape, its invisible data, and the emotional strata behind them in a geometric language — recasting the city, beyond a stilled aggregate of concrete, as an organism in continual pulse. Seven works span single-channel video, interactive installation, and multi-device web art.
Title :: Living Geometry 2026 · 생동 기하학 (Living Geometry)
Dates :: May 1 – Jun 28, 2026
Hours :: Daily 10:00–18:00 (last entry 17:45)
Venue :: YDP Artsquare · Times Square B2F, 15 Yeongjung-ro, Yeongdeungpo-gu, Seoul