Interactive Zone

The Interactive Zone is where the leading ideas and technologies intersect. We will bring visitors on an experiential journey with the newest technology that is used for entertainment, training, and development. This year we will be showcasing work from leading artist Norman White (Digifest Digital Pioneer), selection of curated works by Tina Sauerländer and Erandy Vergera, and Reblink, an augumented Reality installation by Impossible Things.

Interactive Zone Highlights

Project H.E.A.R.T

Project H.E.A.R.T. is the code name for the Holographic Empathy Attack Robotics Team, a biosensor-driven virtual reality artwork. Visitors are invited to explore this virtual world through VR where you have to control a first person shooter’s emotions. By Erin Gee and Alex Lee Curated by Tina Sauerländer and Erandy Vergera

Enter Me Tonight

Enter Me Tonight creates a VR environment engaged with issues on human reproduction, economy, biology, pornography ,and technology. In this virtual experience, the viewer will find themselves in the middle of seven cloned versions of the female fictional character DeNA. By Li Alin Curated by Tina Sauerländer and Erandy Vergera

New Media Artwork by Norman White

The Interactive Zone will highlight artwork by Norman White, Digifest 2018 Digital Pioneer Award Recipient. Norman is recognized as an early pioneer of electronic, machine and robotic art. He started his career as a painter and later shifted his practice to kinetic electronics in the late 1960s. He presented his first collection of new media work at the Brooklyn Museum of Art in 1969. His electronic work merges motion, sound, movement, and light.

Digifest will feature three works by Norman White including Telephonic Arm Wrestling, The Music Lesson and Midnight Special #1.


ReBlink provides a modern day recasting of the past. It is a digital intervention project that refreshes the traditional gallery viewing experience. Facilitated by augmented reality technology and shape recognition, established works of art are layered with an alternate re-imagining of the work. By Impossible Things

Participatory Campus Planning

One problem with traditional urban planning methods is that not all citizens can offer their input. Using the Ryerson University campus as a model, the university has developed technology prototypes that provide a creative, collaborative, and democratic way for citizens to provide input. Users modify the virtual campus to suit their needs: does the campus require more green space? Plant a tree. Need more security? Install a camera or place a security guard. By using smart technology, we can offer citizens the tools to have a voice and giving decision-makers the information they require to make changes that actually respond to citizens’ needs. By Ryerson University

Virtual City Environment

Virtual City Environment (VCE) is a proprietary 3D city-modeling platform that uses machine learning and automation to generate accurate realistic city models. The resulting 3D visualization and data interface platform satisfies a market opportunity for planning visualization and communication services required of professional planning, architectural, engineering businesses, as well as provincial and municipal governments to meet contemporary civic engagement standards.

  By McMaster University 


Sticks (1979) is a self-organizing system. It is based on a simple rule, if a stick touches another stick one or both must reverse direction. Initially the piece is in a chaotic state. Using the rule it negotiates its parts into a non-conflict state. The viewer may gently touch one of the sticks to put the system into a chaotic state again. By Doug Back

On Foot

Launching in the summer of 2018, On Foot Mobile App allows users to experience a range of fully immersive walking tours with rich interactive virtual and augmented reality (AR) elements. Watch the environment come to life right in front of your eyes and explore hidden secrets through AR, listen to stories in multiples languages, peer into the past with historial galleries, and visit inaccessible buildings through virtual tours. By Sandbox Productions

Furious Seas

Furious Seas, is set for release in 2018. Participants will experience the VR pirate ship game through an Oculus Rift, and interact with elements such as the ship’’s wheel and cannons. By Future Immersive


LifeScanner, a conservation technology initiative that provides DNA based species identification tools to citizen scientists, schools, public watchdogs, and conservation agencies. LifeScanner’s seeks to effect change in the way people perceive biodiversity, increase the appreciation of living things in the environment, and amplify the human-environment interaction. Learn how the science behind LifeScanner works and how the kits can be used in a variety of real-life applications, including education, smart city initiatives, and food fraud.

Blurred Spaces

They are committed to viewing the future through the lens of the human experience. Through events, immersive theatre, curation, and art projects, our aim is to explore how technology can be focused for the betterment of life. Our goal is not to predict what will be, it is to project what might be. Foresight design helps us to question and be more aware of the possible implications of our current choices on our impending future.

Maker Bean Pop Up

Maker Bean is Toronto’s first makerspace cafe, where one can enjoy great coffee while designing and making things with others. They can make things in many forms: from traditional arts & crafts to digital fabrication like 3D printing, laser cutting and educational workshops.  Their first makerspace cafe is inside The Ontario Science Centre, with plans for a 2nd location at 1052 Bloor Street West at Dufferin opening Spring 2018.   By The Maker Bean

The Medium

The Medium is a board game inspired by the innovative thinker Marshall McLuhan, one of the most charismatic and wide-ranging intellectuals of the twentieth century. This game illustrates McLuhan’s Laws of Media: four constant rules that govern all human innovations, including enhancing, obsolescing, retrieving, and reversal. This project is presented by Professor Paolo Granata and the Book and Media Studies students at the University of Toronto’s St. Michael’s College in partnership with the School of Design at George Brown College. By McLuhan Salons



Organized by