Two 3D worlds ridden on stationary bikes

An interactive installation projects two 3D environments driven live by the rider's pedalling motion.

Client
The Coca Cola Company
Sector
Food & beverage
Delivered with
Highlab Marketing & Technologies, Herezie

A retro 3D racing game engaged The Coca-Cola Company's audience across three connected bicycles. The challenge required synchronizing physical pedaling efforts with the visual action on a large split screen. The studio developed the application, instrumented three bicycles using Arduino, and provided two tablets to manage registrations. The local database automatically calculated team scores and overall rankings at the end of each two-minute race.

  • Unity
  • Arduino

Three people compete simultaneously on a large screen split into three zones. The challenge: linking mechanical hardware subjected to heavy use to a live simulation, all while preventing queue bottlenecks. If data capture falters or player onboarding is delayed, the activation grinds to a halt.

The approach

Starting in the waiting line, the host team uses a tablet with an interactive quiz to register players and streamline the flow. On stage, three connected bikes equipped with an electronic board instantly transmit pedaling and physical inputs to a 3D runner. The track alternates between the real world and the upside-down world, where controls reverse mid-race on the big screen. To secure the event without relying on an external internet connection, a containerized local database manages all sessions completely autonomously.

Results

On July 4, 2019, the setup operated without any break in rhythm. The system handled the automatic transmission of data from each session and the real-time calculation of team rankings to award the bikes up for grabs.

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