Charting Posthuman Embodiment: Game-Like XR Interactions on the Raspberry Pi 5

Islam Awad, “Charting Posthuman Embodiment: Game-Like XR Interactions on the Raspberry Pi 5” 

Mentor: Oksana Kryzhanivska, Art & Design, Arts (Peck School of the) 

Poster #84 

Extended reality (XR) technology reimagines how physical presence intersects with virtual artistry, offering insights into how human identity transforms within hybrid spaces. This project employs a Raspberry Pi 5 to render complex 3D models in real time using Python-based libraries, creating a game-like environment where participants manipulate digital sculptures through multimodal inputs—capacitive, ultrasonic, and camera-based gestures. Guided by posthuman theory, we examine how “posthuman presence” emerges when everyday bodily actions shape on-screen avatars and scenes. Rather than relying on high-end systems, our approach highlights an affordable microcomputer pipeline, balancing streamlined code with robust visual engagement. Early exploration confirms that sensor-driven interactions can evoke a deeper sense of embodiment, even under hardware constraints, pointing to a broader democratization of immersive art beyond expensive setups. Over time, we plan to add narrative elements, multi-user connectivity, and more advanced gesture recognition, expanding these user-driven experiences into a platform for deeper inquiries into extended embodiment. Observing how participants respond to their own movements reshaping virtual objects offers new possibilities for creative expression and an evolving sense of self within technology-saturated domains. Ultimately, this synergy between sensor integration, design innovation, Python-based software solutions, and posthuman discourse underscores how cost-effective devices can anchor meaningful XR encounters, prompting us to rethink boundaries between body and machine. In so doing, we pave the way for future expansions into advanced interactive storytelling, illustrating how an affordable Pi-based platform can transform perceptions of identity, embodiment, and presence in contemporary digital art. By refining these Python-based workflows, we anticipate bridging creative XR experiences with broader educational and artistic audiences.