Sid Mehta Works
Bloom; who are you

Bloom; who are you

Generative mandalas and responsive sound, built around one question: who are you?

  • Role Solo
  • Year 2025

Project highlights

One question

who are you?

TouchDesigner

generative visual system

Overview

A self-initiated thesis installation where visitors meet generative mandalas, responsive sound, and a single question: who are you?

Installation · TouchDesignerSolo · Self Initiated

Decisions

  1. Asked one question and refused to add a second

    Installations drift toward becoming systems with several modes. Holding to a single prompt meant the generative visuals had nothing to explain and the visitor had nothing to complete. The room only had to support one thought, and everything that did not serve that thought could be cut without an argument.

    TradeoffIt gave the piece a low ceiling. Visitors who wanted somewhere further to go found the second minute much like the first, and there is nothing waiting to reward them for staying.

  2. Tuned for a dark, near-empty room rather than for a gallery floor

    In testing the piece worked in direct proportion to how still the space was. Rather than harden it against noise and crowds, I tuned the setup for the condition where it was strongest and staged the entry to slow people down before they arrived.

    TradeoffIt does not survive a busy opening. In the conditions where most people actually encounter work like this, the piece is at its weakest. That is a real limitation, not a preference.

  3. Used body tracking as a slow influence rather than as direct control

    MediaPipe makes one-to-one mapping easy, and one-to-one mapping turns an installation into a mirror: people start testing what the system does instead of being in the room with it. The tracking feeds the mandala's growth over seconds rather than frames, so movement is felt but cannot be performed.

    TradeoffThe connection is deniable. Some visitors never registered that the piece was responding to them at all and read the visuals as a video, which means the responsiveness did no work for them.

A visitor enters a dark room, sits, and meets one question: who are you?

Bloom projected across the installation wall

The spiral became a record of a person: memory, voice, movement, and the stories people share.

Early mandala studies arranged across the studio wall and floor

TouchDesigner shaped the mandala. Body tracking changed it slowly enough to be felt without turning the room into a game.

The EEG readings showed that darkness, fewer people and quieter sound produced the strongest sessions.

The Bloom operator view showing live EEG channels and session data
The installation rig in the darkened studio
Bloom lit in red with its central question visible

Some visitors closed their eyes. The visual system worked, but the space carried the experience. Bloom became less about controlling attention and more about making room for it.

A visitor sitting with Bloom as the mandala forms
A visitor moving through a Bloom session
Reflection

Some people closed their eyes and let go of the visuals entirely. That told me more about immersion than anything I had designed for. The generative system was doing its job, but the room was doing more.

Building the mandala engine in TouchDesigner was slower than expected. Each parameter change cascaded into three others, and the system had its own logic that took time to understand. By the end I was adjusting less and listening more.

The installation worked best when the space held still. Darker rooms, fewer people, quieter conditions. What surprised me was how much the lighting and acoustic setup shaped the experience before anyone even looked at the screen. Design kept expanding to include things I had not thought of as design.

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