OceanX Immersive & Digital Experiences

Step Into
the Ocean

A touring portfolio of interactive ocean experiences, built at sea with university partners, for museums and science centres worldwide.

Start an enquiryExplore the works
Five immersive experiencesFive contemporary artworks Debuting ArtScience Museum, SingaporeAvailable for touring

The proposition

Five Components.
One Journey Beneath the Surface.

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.

How the works are made

Component 01

Immersive & Digital Experiences

Five interactive installations, developed by OceanX with university partners.

Component 02

Contemporary Artworks

Five works by international artists, commissioned or presented under loan.

Component 03

OceanX Expedition Footage

Cinematic media from OceanX missions, much of it never shown publicly.

Component 04

Natural History Specimens

Physical evidence and scale, a counterpoint to the digital media.

Component 05

Collaborators & Live Programming

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

Why Host This
Exhibition?

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.

01

A combination that is hard to assemble

Real exploration, ocean science, contemporary art and participatory technology, presented as one continuous journey rather than four adjacent displays.

02

Built for mixed audiences

Families, school groups, young people and culturally curious adults, without splitting the offer into separate propositions.

03

Structured to carry a programme

Five distinct components give an education team a great deal to build talks, workshops and events around.

04

Media and expertise you cannot source alone

Footage from active OceanX expeditions, and access to the scientists and filmmakers whose work produced it.

05

A platform for local partnerships

Natural points of connection for regional science, museum and conservation organisations.

06

A journey with an arc

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

Five Experiences.
Five Artworks.

The ten individually authored works. The remaining components — expedition footage, natural history specimens, and collaborators and live programming — are described further down.

Index · Interactive works

Five Experiences

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.

01 Dive & Discover: Coral Submersible simulation 02 eDNA Detectives Deduction game 03 DataXplorer Data visualisation 04 Seagrass Stories Restoration story 05 Ocean Protectors Body-tracked performance
01

Dive & Discover: Coral

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.

Developed with
Universiti Malaysia Terengganu
Learning focus
Reef biodiversity and species identification
Unreal Engine 5.6Specimen scanningOpen-world game

Explore. Find. Scan. Discover.

Technical rider
Interaction / engine
Submersible sim with game controller on podium · Unreal Engine 5.6
Input
1× Xbox controller + 1× non-interactive instrumentation monitor on podium
Display
2× projectors (Epson EB-PU2113W)
Compute
1× PC, RTX 5080
Connectivity
1× network switch
Audio
Stereo
02

eDNA Detectives

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.

Developed with
Ong Kian Peng · James Honeyborne · University of Bristol
Learning focus
Environmental DNA and non-invasive species detection
Environmental DNANarrative mysteryTouchDesigner

Investigate. Compare. Deduce. Solve.

Technical rider
Interaction / engine
Two projection-mapped walls, gesture and touch via TouchDesigner; the touchscreens are the only interaction point
Input
2× 32″ touchscreens in podiums, set back from the wall
Display
2× projectors 12k–13k lumens landscape; 2× lenses ~0.5:1; single tower PC drives both walls with four-corner mapping
Compute
1× tower PC RTX 5080 for the walls; 2× Asus ROG NUC 2025 in the podiums
Software
3× TouchDesigner licences
Audio
Stereo
03

DataXplorer

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.

Developed with
University of Bristol · James Honeyborne
Learning focus
Ocean data, water column structure and circulation
CTD dataLiDARTouchDesignerNotch

Move. Disturb. Reveal. Understand.

Technical rider
Interaction / engine
Sensor-driven projection — visitor presence disrupts ocean currents — plus 2 touchscreen kiosks · TouchDesigner + Notch
Input
1× Azure Kinect for presence tracking; 2× 32″ touchscreens
Display
1× Epson EB-PU2113W projector + 1× Epson ELPLX02S 0.35 lens, centre wall
Compute
1× tower PC RTX 5080 running TD + Notch; 2× mini PCs for the kiosks
Software
1× Notch + 2× TouchDesigner licences
Audio
2× headsets at the totems — no ambient soundscape
04

Seagrass Stories

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.

Science advisor
Nada Abdelkader
Developed with
University of Bristol · James Honeyborne
Learning focus
Blue carbon, habitat restoration and collective action
LiDAR sensingHokuyo SensorsThree-wall projectionTouchDesigner

Deploy. Clear. Replant. Revive.

Technical rider
Interaction / engine
Three-wall panoramic projection, fully gesture-controlled via Hokuyo; single tower PC running TouchDesigner with four-corner mapping and blending
Input
3× Hokuyo sensors, one per wall, + 3× OptiTUIO licences
Projectors — option 1
4× Epson EB-PU2113W; 2× Epson ELPU03S (0.48–0.57) front wall; 2× Epson ELPLX02S (0.35) side walls
Projectors — option 2
4× Panasonic (PT-RZ660 / RZ120) + 4× Panasonic ET-DLE035 USTs across all walls
Video distribution
1× Datapath FX4 — splits one output into four feeds (L wall, R wall, 2× blended centre)
Compute
1× tower PC RTX 5080 · 1× TouchDesigner licence
Audio
4-channel, corner speakers + amp, Focusrite 18i20 interface
05

Ocean Protectors

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.

Developed with
Hong Kong Polytechnic University
Creative director
Cory Strassburger
Learning focus
Marine threats and ocean empathy · Ages 7–10
Femto Bolt body trackingMarine threatsAges 7–10Unreal Engine 5

No controller. Just move.

Technical rider
Interaction / engine
Full-body puppeteering with real-time body tracking · Unreal Engine 5
Input
Femto Bolt depth camera per station (requires 5 Gbps+ USB cable) + Osbot 4K webcam per station
Display
1× trifold panel / LED screen per station
Companion
iPad + Apple Pencil interactive workbook (spectator / companion app)
Compute
2× ASUS NUC
Software
Nuitrack subscription for skeletal tracking + Femto Bolt SDK / Osbot drivers
A visitor performing as an ocean character
Children with the companion workbook

Component 02 · Contemporary artworks

Five Artworks.
Five Ways In.

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.

A/01 Flock Of bit.studio A/02 Coral Sonic Resilience Marco Barotti A/03 Lucida Lachlan Turczan A/04 Seeing Echoes in the Mind of the Whale Marshmallow Laser Feast A/05 Toward Abyssal Plains Jana Winderen
A/01

Flock Of

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.

Studio
bit.studio
Credit
Courtesy of the artist
About the studio

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.

A/02

Coral Sonic Resilience

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.

Artist
Marco Barotti
Credit
Courtesy of the artist
About the artist

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.

A/03

Lucida

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.

Artist
Lachlan Turczan
Credit
Courtesy of the artist
About the artist

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.

A/04

Seeing Echoes in the
Mind of the Whale

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.

Artist
Marshmallow Laser Feast
Credit
Courtesy of the artist
About the artist

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.

A/05

Toward Abyssal Plains

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.

Artist
Jana Winderen
Credit
Courtesy of the artist
About the artist

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

The Real Ocean.
Captured by OceanX.

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.

Not B-Roll.
A Collection.

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.

F/01

Half above, half below

Diver-operated camera

F/02

Over the side

Deck camera

F/03

Whale from the air

Aerial camera

F/04

Manta in open water

Diver-operated camera

F/05

Working the reef

Diver-operated camera

F/06

A wall of small fish

Submersible-mounted camera

F/07

Holding station at the wall

Crewed submersible

F/08

Squid above the sediment

Submersible-mounted camera

F/09

A ribbon of orange light

Submersible-mounted camera

F/10

Transparent in the dark

Submersible-mounted camera

F/11

Octopus in midwater

Submersible-mounted camera

F/12

Manipulator on the seafloor

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.

Licensing the Footage

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.

Enquire about footage licensing

Footage at a glance

  • SourceOceanXplorer expeditions
  • Captured bySubmersible · ROV · Divers
  • Collection sizeOn enquiry
  • Delivery formatsOn enquiry
  • Display environmentsOn enquiry
  • Standalone licenceCase by case

Rights, formats and sequence lists are issued on enquiry.

Component 04 · Specimens

Something You Can
Stand In Front Of.

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.

Singapore collection partner
Lee Kong Chian Natural History Museum,
Faculty of Science, National University of Singapore

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

Built to Travel

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.

Start an enquiry

Hosting at a glance

  • FootprintOn enquiry
  • Ceiling heightOn enquiry
  • Run durationOn enquiry
  • Install / deinstallOn enquiry
  • Visitor throughputOn enquiry
  • Power / network / AVOn enquiry
  • LanguagesOn enquiry
  • AvailabilityContact us to discuss dates and territories

Full technical documentation is issued on enquiry.

From ship to showcase

Born at Sea.
Built With Universities.

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.

Ocean XR Blueprint workshop

Stage 01

Hackathon Genesis

Prototypes developed during onship and onshore hackathons, supported by ocean scientists using real mission data.

Stage 02

University Development

Masters and PhD researchers work alongside partner creative technology studios to turn prototypes into showcase-ready experiences.

Stage 03

Museum Showcase

World-class museums partner with us to bring the works to global audiences.

Science Meets Creative Technology

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

What the Partnership
Made Possible.

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

Science authored, not adapted

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

Students inside live production

Masters students in immersive technologies and immersive arts, and PhD researchers, work alongside professional studios on experiences that ship to a museum floor.

Longevity

Research that outlives the run

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

The People Behind
the Experience.

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

James Honeyborne

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

Nada Abdelkader

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

Marshmallow Laser Feast

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

Marco Barotti

Italian artist working across kinetic sculpture, sound and movement, translating environmental data and acoustic ecology into immersive installations.

Artist

Lachlan Turczan

American artist working with light, sound and perception, transforming energy and resonance into fluid luminous forms.

Sound artist

Jana Winderen

Norwegian field-recording artist capturing frequencies beyond human hearing, revealing the acoustic ecologies of remote underwater environments.

Creative technology

bit.studio

A studio working at the intersection of art, science and data visualisation, turning complex environmental datasets into spatial experience.

Programming a Host
Can Build On.

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.

  • Live artist performanceDelivered in Singapore
  • Opening symposiumDelivered in Singapore
  • Guided tours with an education specialistDelivered in Singapore
  • Youth forumDelivered in Singapore
  • Film programmeDelivered in Singapore
  • Artist and scientist encountersOn request
  • Educator programmes and youth workshopsOn request

Availability of individual speakers and formats is agreed case by case. Tell us what you have in mind.

Enquiry

Could This Be Your Next Major Exhibition?

Tell us about your venue and programme. Only the marked fields are required — everything else helps us come back to you with something useful.

About you
01About youSo we know who we are speaking with.
Please enter your name
Please enter your organisation
Please check this email address
Your venue
02Your venueWhere the experience would be staged.
Please select a country
Choose a country first.
Please select a venue type
Floor area available for the installation.
Your programme
03Your programmeWhat you have in mind, as far as you know it.
An estimate is fine.

Or email [email protected]

OceanX Immersive & Digital Experiences

Where Should
We Dive Next?

Start an enquiryExplore the works