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Half above, half below
Diver-operated camera
OceanX Immersive & Digital Experiences
A touring portfolio of interactive ocean experiences, built at sea with university partners, for museums and science centres worldwide.
The proposition
The five immersive experiences begin as prototypes aboard OceanXplorer, developed with universities and creative technology studios into showcase-ready installations. The contemporary artworks are independently created, and reach the exhibition through commission and loan. New works enter the catalogue each year — a venue that partners with us keeps receiving new content rather than a depreciating asset.
Component 01
Five interactive installations, developed by OceanX with university partners.
Component 02
Five works by international artists, commissioned or presented under loan.
Component 03
Cinematic media from OceanX missions, much of it never shown publicly.
Component 04
Physical evidence and scale, a counterpoint to the digital media.
Component 05
The people behind the work, and the events a host can build around it.
Singapore and the tour are not the same offer. Into the Ocean: Journey Beneath at ArtScience Museum is the full exhibition, published as 22 installations including newly commissioned works, and brings together eight international artists alongside OceanX footage, regional scientific research and specimens from a natural history collection. What tours is a defined selection from it: the five components above. Other totals in OceanX material describe the Singapore presentation rather than the touring portfolio.
The host proposition
The exhibition assembles material most institutions cannot put together independently: footage from active research expeditions, science authored by the researchers doing the work, contemporary art commissioned around the same ideas, and interaction design built to carry all three as one journey.
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Real exploration, ocean science, contemporary art and participatory technology, presented as one continuous journey rather than four adjacent displays.
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Families, school groups, young people and culturally curious adults, without splitting the offer into separate propositions.
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Five distinct components give an education team a great deal to build talks, workshops and events around.
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Footage from active OceanX expeditions, and access to the scientists and filmmakers whose work produced it.
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Natural points of connection for regional science, museum and conservation organisations.
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Designed to move audiences from curiosity, through connection, toward agency.
Into the Ocean: Journey Beneath opened at ArtScience Museum, Singapore in June 2026 and runs until 1 November. Audience figures, evaluation findings and venue testimony from that run will be published here once they are available. We would rather show evidence than make claims about attendance or learning outcomes.
What’s included
The ten individually authored works. The remaining components — expedition footage, natural history specimens, and collaborators and live programming — are described further down.
No works match that filter.
Index · Interactive works
The exhibition is structured around the seven Ocean Literacy Principles. Each entry below states what a visitor does, the science they meet, and what it is intended to change. Technical riders are included throughout.
Submersible simulation discovery game
Pilot a submersible through a Malaysian coral reef, free-roaming with a game controller. Scan marine life to unlock a detailed 3D holographic model and the science behind it, then debrief on your mission.
The science underneath is survey work — how a reef gets read species by species, and why that record is the foundation everything else rests on. Visitors tend to arrive seeing a reef as scenery. They leave understanding it as a population that somebody has to go and count.
Explore. Find. Scan. Discover.
Gesture-based deduction game
An immersive ocean mystery. Players learn how environmental-DNA science reads the invisible genetic traces every marine organism leaves behind in the water — and use it to reveal who is behind an underwater heist.
Every organism sheds genetic material into the water around it. Framing that as a mystery to solve is what makes the underlying idea stick: you can now establish what lives in a stretch of ocean without ever seeing, catching or disturbing a single animal.
Investigate. Compare. Deduce. Solve.
Body-tracking data visualisation
Data from the CTD instrument is visualised as a descent from the twilight zone to the deep seabed. Visitors then discover and embody the thermohaline current, to see what keeps marine life alive in the deep.
A CTD instrument measures conductivity, temperature and depth as it descends, and those three numbers describe how the ocean is layered and how it moves. Embodying a current rather than reading a graph is what makes the point land — the deep sea is not still, and the circulation a visitor briefly stands inside is what carries nutrients downward and regulates climate at the surface.
Move. Disturb. Reveal. Understand.
Gesture-based interactive story
Visitors collectively restore a dying Indo-Pacific meadow — tapping fish traps into restoration discs, deploying them across the seabed to encourage propagation, and clearing debris in real time. As the meadow heals, dugongs, seahorses and sea turtles return.
Seagrass meadows are nurseries for countless species and among the ocean’s most efficient carbon stores, and the restoration method here is drawn from traditional Tunisian fishing traps rather than invented for a gallery. The meadow only recovers as more visitors join in, so the mechanic carries the lesson: restoration is slow, collective, and works at a scale no one person reaches alone.
Deploy. Clear. Replant. Revive.
Body-tracking performance interactive
Children aged 7–10 step into the performance zone and puppeteer one of three ocean protectors with their own body, tracked in real time, among rotating ocean facts, environments and features such as bubbles, jellyfish and bioluminescence. A companion interactive workbook runs on iPad and Apple Pencil.
For seven to ten year-olds the learning is built on identification rather than instruction. A child moves the animal with their own body, meets the pressures it lives under, and forms an attachment first — which is the order in which caring about something tends to actually happen.
No controller. Just move.
Component 02 · Contemporary artworks
Five works by artists and studios outside OceanX, authored independently and presented under commission or loan. They tour on different terms from the experiences built aboard the ship, and each is credited to its artist or studio.
Robotics · Real-time response · 2023
Helium-filled robotic fish move overhead as a single coordinated body, driven by sensors and motors. Visitors change the shape of the swarm simply by moving beneath it, without being told that they can.
Collective behaviour is one of the ocean’s organising principles: vast groups moving in synchrony with no leader and no plan. The work translates ecological data on locomotion and synchronisation into emergent formations you can walk underneath.
A creative technology studio working at the intersection of art, science and data visualisation. The studio develops immersive installations and digital systems that translate complex datasets — often environmental or scientific — into intuitive visual and spatial experiences, combining research-driven design with real-time computation to reveal hidden patterns in natural systems.
Kinetic sculpture · Acoustic enrichment
A healthy reef crackles, clicks and hums. The work builds on research into acoustic enrichment — the finding that broadcasting the soundscape of a thriving reef beside a degraded one can draw life back to it. In one study on the Great Barrier Reef, fish and other marine organisms returned to damaged coral within forty days, following sound alone.
It belongs to the sunlit shallows, where reef systems are under the most visible pressure and where recovery is still within reach. The work makes an argument that listening is itself a form of restoration.
Italian artist and sound designer whose work explores ecological systems through kinetic sculpture, sound and movement. Using custom-built mechanical instruments and spatial audio, he translates environmental data and collective behaviours found in nature into immersive, often playful installations. Trained in sound design, Barotti’s practice merges engineering precision with artistic experimentation.
Real-time interaction · Lasers · 2025
Sheets and veils of light behave like liquid, bending and folding as visitors move through the space. Nothing is projected onto a surface. The light itself is the material, and the room is the work.
A response to the fragile light conditions of the twilight zone, where the last of the sunlight breaks down and living light takes over. It echoes both bioluminescence and the instability of perception at depth — the sense that what you are seeing cannot quite be trusted.
American artist whose practice centres on light, sound and perception. Responding to fragile natural phenomena, his immersive installations transform energy and resonance into fluid luminous forms. Inspired by environments such as deep oceans and polar light conditions, Turczan’s work explores instability, presence and the limits of human perception through spatial and sensory experience.
Three-channel audiovisual · 2024–2026
Whales navigate, hunt and speak to one another through sound, in a world where sight stops being useful. The work translates echolocation and non-human perception into something a visitor can stand inside — hydrophone recordings, whale vocalisations and underwater footage across three channels.
It sits at the point in the descent where light gives out. Below two hundred metres, survival depends on sound, vibration and pressure, in sensory realms far outside human experience. The work asks visitors to perceive the ocean the way its inhabitants do, rather than the way we do.
Ersin Han Ersin, Robin McNicholas and Barnaby Steel. One of the world’s leading immersive art collectives, expanding perception and exploring our connections with the natural world. Their work illuminates the hidden natural forces that surround us, fusing architectural tools, contemporary imaging techniques and performance with tactile forms to sculpt spaces that lie dormant until animated by playful investigation.
Underwater recordings · Sonic journey
Underwater recordings carry visitors on a descent made entirely of sound, surfacing marine life that sits wholly beyond the range of human hearing.
The deep ocean is not silent, and this is the listening work for the stretch of the journey where there is nothing left to see. It asks for the kind of sustained attention the deep sea almost never receives.
Norwegian sound artist whose field-based practice focuses on the hidden soundscapes of natural environments, particularly underwater and remote ecosystems. Using advanced recording technologies, she captures frequencies often beyond human hearing, revealing acoustic ecologies shaped by climate, biology and human activity. Her installations invite deep listening and awareness of fragile ecological systems.
Component 03 · Expedition footage
Most ocean imagery an audience has seen was filmed by someone else, somewhere else, years ago. This was filmed from OceanXplorer — by the submersible pilots, ROV teams and camera crews who work the ship — and much of it has never been shown publicly.
Inside the exhibition, the footage does the work no interactive can: it establishes that the places being simulated are real, and that people go there. It runs as large-format projection between the experiences, and as short sequences held inside them.
It is also the one component that can travel on its own. Venues without the floor area for the full exhibition have asked about curated sequences as a standalone media commission, and that conversation is open.
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Diver-operated camera
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Deck camera
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Aerial camera
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Diver-operated camera
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Diver-operated camera
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Submersible-mounted camera
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Crewed submersible
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Submersible-mounted camera
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Submersible-mounted camera
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Submersible-mounted camera
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Submersible-mounted camera
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Crewed submersible · Sampling
Stills from OceanX expedition footage. Location, expedition and capture technology for each sequence to be confirmed against the OceanX media log before publication.
Curated sequences can be discussed separately from the exhibition — as a media commission, a single large-format film, or material cut for a gallery a venue already runs. What is possible depends on the sequence, so it is settled case by case rather than published as a rate card.
Footage at a glance
Rights, formats and sequence lists are issued on enquiry.
Component 04 · Specimens
Deep-sea creatures and corals, documented through OceanX expeditions and shown alongside specimens from a natural history collection. After an hour of projection and real-time interaction, a physical specimen does something no screen can. It settles the question of scale, and it proves the thing is real.
Specimen photography from Into the Ocean: Journey Beneath, ArtScience Museum, Singapore. Species identification and individual specimen credits to be confirmed.
Specimens shown in the Singapore exhibition are on loan from the Lee Kong Chian Natural History Museum. Touring venues may be supported in developing equivalent loans through relevant natural history collections in their region. Curatorial requirements, transport, insurance and cost are agreed venue by venue.
Touring
Created for international touring and adaptable to different venues, audiences and regional ocean contexts. The works combine visual storytelling, physical interaction and intuitive play, so much of what they communicate carries beyond language alone.
The exhibition tours as a complete presentation. Other arrangements — a single experience, curated footage, or live programming on its own — are considered case by case. Contact us to discuss dates and territories.
Hosting at a glance
Full technical documentation is issued on enquiry.
From ship to showcase
Prototypes are developed during onship and onshore hackathons, supported by ocean scientists working with real mission data. Masters and PhD researchers then work alongside partner studios to turn them into showcase-ready installations.
Stage 01
Prototypes developed during onship and onshore hackathons, supported by ocean scientists using real mission data.
Stage 02
Masters and PhD researchers work alongside partner creative technology studios to turn prototypes into showcase-ready experiences.
Stage 03
World-class museums partner with us to bring the works to global audiences.
Development partners
UMT Malaysia
University of Bristol
Hong Kong Polytechnic University
Institutional references
ArtScience Museum
MIT Museum
Liberty Science Center
Creative contributors
Marshmallow Laser Feast
Lachlan Turczan
bit.studio
Jana Winderen
Research partnership
Three of the five immersive experiences — eDNA Detectives, DataXplorer and Seagrass Stories — were developed with the University of Bristol and Bristol-based creative technology studios. That an exhibition was made “with a university” means little on its own. What matters is what became possible because of it.
Scientific integrity
The ocean science in these works is shaped by researchers active in the field and then translated into interaction design, rather than interpreted at second hand from published papers.
Education
Masters students in immersive technologies and immersive arts, and PhD researchers, work alongside professional studios on experiences that ship to a museum floor.
Longevity
Each experience is extended into research examining how audiences engage with immersive media, so the work generates knowledge as well as visits.
Component 05 · Collaborators
Scientists, filmmakers, artists, technologists and educators shaped this work, alongside the wider OceanX Changemaker community. They are also what turns the exhibition from a static hire into something a host can activate locally.
Filmmaker
British wildlife filmmaker and biologist, lead creator of the BBC’s Blue Planet II and Netflix’s Our Oceans. Contributed to three of the five experiences.
Marine ecologist
Tunisian seagrass restoration researcher and the first Resident of the OceanX Education Residency Programme. Her work on Posidonia oceanica meadows underpins Seagrass Stories.
Immersive art
Ersin Han Ersin, Robin McNicholas and Barnaby Steel. One of the world’s leading immersive art collectives, working on perception and our connection to the natural world.
Artist & sound designer
Italian artist working across kinetic sculpture, sound and movement, translating environmental data and acoustic ecology into immersive installations.
Artist
American artist working with light, sound and perception, transforming energy and resonance into fluid luminous forms.
Sound artist
Norwegian field-recording artist capturing frequencies beyond human hearing, revealing the acoustic ecologies of remote underwater environments.
Creative technology
A studio working at the intersection of art, science and data visualisation, turning complex environmental datasets into spatial experience.
The exhibition is designed to be activated, not only installed. These formats were delivered during the Singapore run and can be adapted with a host team.
Availability of individual speakers and formats is agreed case by case. Tell us what you have in mind.
Enquiry
Tell us about your venue and programme. Only the marked fields are required — everything else helps us come back to you with something useful.