
Shadowpox
interactive installation exploring the invisible impact of public health through embodied gameplay
Project Description
Shadowpox acts as a “macroscope”, designed to help people grasp large or complex systems. As part of Immune Nations, the installation explores herd immunity, public health, and collective responsibility. Through epidemiological models, embodied gameplay and speculative storytelling makes the invisible dynamics of disease transmission physically and emotionally tangible.
Players interact with the installation using full-body motion tracking. Participants first select a country and decide whether or not to vaccinate themselves against the fictional “Shadowpox” virus. The player’s avatar is surrounded by 99 animated characters of their community going about their day.
Soon after, the “Shadowpox” begins engulfing the player’s body, If the shadow fully eclipses the player (or time runs out) it is game over. Players fight the infection by “pushing” the virus off through physical gestures. However, the shedded particles can spread into the surrounding projected population (“Pox on ‘Em”), creating a tension between self-preservation and collective responsibility. This physical balancing act transforms abstract epidemiological systems into a tangible experience where personal choices directly impact the health of the community.
The infection and transmission rates were influenced by real-world epidemiological and socioeconomic data associated with each selected country, including vaccination rates and historical smallpox transmission patterns. The installation also evolves over time, as the country’s infection state is dynamically updated based on the collective decisions of all exhibition visitors.
The interaction concludes with players receiving either a “Protection Collection” or “Infection Collection,” which replaces abstract statistics with personal and emotional consequences by revealing individual stories of the characters they helped protect or expose to infection.
Context
The project was conceived and directed by Alison Humphrey and developed through a collaboration between artists, scientists, and public health researchers, including York University’s Augmented Reality Lab and the Global Strategy Lab.
Shadowpox began as a theatrical workshop at the Royal Academy of Dramatic Art (RADA) in London in 2016 before evolving into a larger interactive installation and global storyworld involving students and collaborators across four continents. To learn more about the project, please visit shadowpox.org.
Project Breakdown
Core Systems
- OpenFrameworks (C++) interactive installation framework
- Microsoft Kinect full-body motion tracking
- Real-time projection-mapped visual effects
- Data-driven infection and immunity simulation systems
- Responsive visual feedback tied to player movement and decisions
System Overview
The system dynamically tracked participant movement and mapped responsive visual effects directly onto the player’s body and surrounding environment in real time.
The installation was designed as a modular exhibition system that could be adapted to different venues and physical conditions. Exhibition configurations varied depending on room size, projector placement, environmental lighting, and logistical constraints.
At the UNAIDS exhibition in Geneva, for example, the installation space was enclosed to reduce sunlight interference from which impacted infrared motion tracking performance.
Key Challenges
- Translating abstract epidemiological concepts into intuitive physical interaction
- Designing for audiences with varying levels of technical literacy and scientific understanding
- Maintaining reliable motion tracking and projection alignment across different exhibition environments
- Balancing playful interaction with emotionally meaningful subject matter
Outcome
Shadowpox has been exhibited internationally at museums, festivals, research institutions, and public health events, including UNAIDS in Geneva, the McMaster Museum of Art, and the International Symposium on Electronic Art (ISEA).
Across its various exhibitions, the installation engaged hundreds of participants through embodied interaction and adaptive simulation systems that evolved throughout each exhibition run.
The project was featured in The Lancet, which described it as “one of the most powerful and playful ways” to communicate the concept of herd immunity.
During the COVID-19 pandemic, the project evolved into an online adaptation titled Shadowpox: #StayHome Edition, translating the installation’s core ideas into a browser-based interactive experience.
Exhibitions
- 2020: <Immune Nations> McMaster Museum of Art, Hamilton, Canada
- 2019: CRAM a city-wide festival celebrating academic research in Toronto.
- 2018: Public Notice Robert McLaughlin Gallery, Oshawa, Canada.
- 2017: <Immune Nations> Galleri KiT, Trondheim, Norway
- 2017: The Art and Science of Immunization symposium Public Health Ontario and Jackman Humanities Institute, University of Toronto, Canada.
- 2017: <Immune Nations> UNAIDS, Geneva, Switzerland.
Team
Alison Humphrey
Creator + Director
Lalaine Ulit-Destajo
Technical Director + Developer
Caitlin Fisher
Poxémon Card Stories Writer
Sean Sollé
Poxémon Website Developer
Leremy Gan
Poxémon Cards Stick Figures Illustration
Jos Humphrey
Poxémon Logo Animation
Geoffrey Cramm
In-Game Stick Figure Animation
Steven J. Hoffman
Scientific Direction
Susan Rogers Van Katwyk
Scientific Direction
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