audience layer
The crowd is part of the patch.
Hive extends beyond the booth. BLE beacons, WebXR sessions, and a lightweight mobile controller let the audience contribute to the show — distributed pixels, voted scenes, location-aware sound.
try it
A pocket-sized audience patch.
A stand-in for what every phone in the room runs. Follow the steps; watch your pixel land on the stage mirror.
demo 01 · phone → stage pixel
step 1/4
hive · audience
You are part of the show.
Three taps and your phone becomes a pixel. No app — just a webpage.
- 01 identify
- 02 calibrate
- 03 control
- 04 done
try it · ii
Followspot from front-of-house.
A stripped-down operator console. Drive pan, tilt, zoom, iris and a gobo wheel. Lock onto a performer and let the auto-tracker do the smoothing.
demo 02 · operator console → followspot
joystick · pan/tilt
colour · tint
gobo
target lock
tap a cue · click+drag the stage to aim · lock a performer for auto-track
ble-01
Bluetooth swarm
Each phone announces a BLE beacon. Hive aggregates RSSI into a low-resolution audience density map, exposed as OSC.
xr-02
WebXR portals
Drop a QR; visitors enter a synchronized WebXR scene tracking the same timeline as the on-stage Notch render.
rem-03
Remote participation
Off-site collaborators join the patch via a WebRTC bridge — vote scenes, push lighting cues, contribute to the visual field.
data flow
audience.phone ──BLE──▶ hive.gateway ──OSC──▶ chataigne ──┬─▶ touchdesigner (density → particles)
├─▶ resolume (vote → composition)
└─▶ gma3 (location → spotlight)
audience.phone ──WebXR──▶ webrtc.bridge ──NDI──▶ notch.scene