Mickey
Completed under the supervision of Guylaine Champoux, Lecturer at UQTR.
Gabriel Mondor & Chentian Zhang
Overview
Mickey is a collaborative installation about spatiality, perception, and trust. A 3D object is hidden behind an inaccessible curtain. Six cameras inside capture partial live views, and six screens outside form a circle around it. Spectators must move, compare fragments, and mentally reconstruct what they cannot access directly—then confront how much belief is required to trust the screen.
Project Facts
Role: Co-creator / Installation design and system layout
Team: Gabriel Mondor & Chentian Zhang
Context: Gallery installation using live video as the only access channel
Tools: Curtain enclosure; six cameras; six screens; live feeds
Outputs: A circular viewing system that forces reconstruction from fragments
The UX Question
How might we design a viewing system that prevents a complete view, yet still enables meaning-making through movement and comparison?
How do we reveal the fragile trust placed in live images of an inaccessible reality?
Audience & Journey
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Visitors face an impenetrable curtain and can only see the object through six live screens.
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Each screen imposes a predefined viewpoint, translating 3D volume into partial 2D fragments.
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Because the screens form a circle, spectators cannot see all views at once and must move to reconstruct.
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Time suggests simultaneity, yet the work asks whether what is seen could still be simulation.
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They leave aware that “evidence” often collapses into images plus trust.
Key Design Decisions
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Made the object physically inaccessible so mediation is unavoidable.
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Used six distinct camera angles to force mental reconstruction.
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Arranged screens in a circle to prevent totality and require bodily navigation.
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Kept the feed live so time becomes the main cue of simultaneity.
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Chose a Mickey figurine as a mass-culture symbol tied to simulacra, masking profound reality and the Disneyland logic of manufactured reality.
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Framed the work as transdisciplinary, with perception changing from entry to exit.
Build / Prototype / Iterate
The installation is a controlled perceptual system: an unreachable interior and a mediated exterior linked only by six live images. I iterated the camera angles and screen placement so each view is distinct, and the circular layout reliably prevents a “single complete view.”
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Place cameras for clearly different partial perspectives.
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Tune screen circle so no position yields a full overview.
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Validate that the live connection foregrounds time while sustaining doubt.
Outcome
The piece consistently triggers investigative viewing: spectators walk, compare, and reconstruct—then question what the screens truly guarantee.
Original French essay





