Internet-Connected Art Installations

The Avatars Installation is Controlled by Online Users

The Avatars installation, a new exhibit put on by artists So Kanno and yang02, is ostensibly on display at the Yamaguchi Center for Arts and Media in Yamaguchi City, Japan. However, the art doesn't rightly exist in that location alone: rather, the Avatars installation cleverly combines the digital with the physical, allowing patrons from anywhere in the world to engage with it.

Avatars consists of several different objects of various sizes. Some of these are household objects, like a fan or a car, while others are more obscure, such as a fake Roman bust. No matter the object, each is embedded with a camera, a microphone, and a motor that engenders some degree of movement. On the Avatars website, users can select an object to "ride" (as the installation terms it,) looking through these cameras, speaking through the microphones, and controlling those motors, thus engaging virtually with the people in the physical space.

Internet of Things (iot) Art Installations
Disruptive innovation opportunity: Explore the integration of IoT technology in art installations to create interactive and immersive experiences.
Remote-controlled Art Exhibits
Disruptive innovation opportunity: Develop art installations that can be controlled remotely by online users, allowing for global audience engagement.
Blurring Boundaries Between Digital and Physical Art
Disruptive innovation opportunity: Push the boundaries of traditional art forms by combining digital and physical elements to create interactive and dynamic experiences.

Industries Being Reshaped

Art and Entertainment
Disruptive innovation opportunity: Embrace technology to revolutionize the art and entertainment industry by creating interactive and immersive experiences.
Internet of Things (iot) Technology
Disruptive innovation opportunity: Apply IoT technology to various industries, including art installations, to enhance connectivity and interactivity.
Virtual Reality (VR) and Augmented Reality (AR)
Disruptive innovation opportunity: Utilize VR and AR in the creation of digital art installations that blur the lines between the virtual and physical worlds.
SCORE
1.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 4%
Activity 19%
Freshness 8%

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