Sunjammer 6: Augmented Reality Book Coming November 2026

A book talk/performance tour launches at Dartmouth College, Hanover, N.H. September 16th, 2026. Stay tuned on this page and HERE for upcoming book tour dates and locations.

Sunjammer 6: A Tale Blown by a Solar Breeze is an augmented reality enhanced book published by Scala Press. The book is 8 1/4” X 9 3/4”, 112 pages, hard back with a foil printed cover and augmented reality on 10 pages plus the cover. These pages come to life in three dimensions with immersive sound when viewed through iPhone, iPad, Android devices or Google Glasses.

Augmented reality seen through an iPad on this double page printers proof spread of the book:

Sunjammer 6: A Tale Blown by a Solar Breeze is a love story, a conversation between two virtual characters connecting across time, each pushing back against an encroaching dark age. Hypatia, the mathematician and astronomer assassinated in 415 CE who returns as a furious ghost and encounters Kepler Redux, a NASA engineer in the future building an off-world power station for
sustainable energy.

The book is a poetic and visual journey through a story first designed as both and installation and a performance. See Blog and Main Site

Example pages from the book:

Augmented reality seen through an iPad on this double page printer’s proof spread of the book:

Work in progress demo of augmented reality pages from the book:

Sunjammer 6: A Tale Blown by a Solar Breeze

I began by thinking about two characters across oceans of time and how they would communicate. One a mathematician, one an engineer. They might speak using mathematics. I was looking at our current moment and the relentless, exhausting polarization. This piece is really about the tension between the fear of knowledge and the constructs humans use to build language and symbol systems that speak about what we can’t see, what we can’t touch. Mathematics, physics, the evolution of models of the cosmos…and the forces of attraction between heavenly bodies…or humans.

Sunjammer 6: A Tale Blown by a Solar Breeze is kind of a love story, a conversation between two virtual characters connecting across time, each pushing back against an encroaching dark age.

Hypatia, a Hellenistic astronomer, mathematician and philosopher assassinated in 415 AD returns 10 years in our future as a furious ghost. As she navigates her new environment she absorbs what has happened over time and encounters Kepler Redux, a NASA engineer building a solar array off-world power station for sustainable energy.

The core of Hypatia is a hybrid AI that responds to the movement and gestures of multiple viewer-operators, and reacts to them with what appears to be a complex personality.

This innovative format is a fusion of sculpture, installation, cinema and performance for viewers moving in a space. Versions exist for performance and installation. 

Viewer/operators move around the triangular scrim and engage with Hypatia and other characters and elements of the narrative. 

The project is a visual novel, a movie, and a machine that tells stories. A poetic and dreamlike experience, viewers activate the process and become embedded in another dimension.

TECHNICAL REQUIREMENTS AND EQUIPMENT FOR INSTALLATION:

The screen has 3 scrims in a triangle formation. It breaks down and reassembles easily for travel. There are 3 short throw projectors hung – one for each side of the triangle.

3 speakers and 6 cameras are embedded in the screen structure, a cube of 8 speakers: 4 hung in the upper room corners, 4 on floor stands, and 3 additional hung Ultrasonic speakers on servo motors. Equipment travels with the show unless a venue chooses to supply specified elements. 

The AI combines Azure Kinect skeletal tracking and game engine AI with proprietary software that includes blob detection and interactive and emergent behavior design. 

The installation version is a 15 min. infinity loop. The longer narrative performance is approx. 40 min. with the option of a meet and greet with the Hypatia character following. There are a variety of ways the installation can be presented using both formats or one and this can be shaped with the venue to best suit presentation needs. Spaces: Black box theaters or gallery spaces that have the ability to be dark and hang speakers and projectors. The screen structure is 10’ high with 3 projection surfaces of 8’x10’. The minimum ceiling height for the room is approx. 12’

SUNJAMMER 6 IS SUPPORTED BY: 

  • Artist in Residence, Yale Quantum Institute, 2026/2027
  • Foundation for Contemporary Arts, Emergency Grant 2026
  • Doris Duke Foundation Performing Arts Technologies Lab, 2024/2025
  • Fellow: Yale University CCAM, 2023 – ongoing, Research and Development
  • Artist in Residence: Integrated Digital Media, Tandon School of Engineering, NYU, ongoing
  • N.E.A. Grant with Harvestworks and Paul Geluso, Director of Music Technology, Steinhardt School of Music, NYU, for sound follower instrument technology development, 2022
  • Artist in Residence: Bell Labs, E.A.T. Program, 2020/21
  • Artist in Residence: Pioneer Works Virtual Environments Lab, R&D, 2020
  • N.Y.S.C.A.: Independent Artist Film and Video Grant 2020

CREATIVE TEAM: 

  • Siyuan Qiu: Lead Unity Developer for Visual and Interactive Design
  • Nina Demirjian: Unity and Lead AR Developer
  • Tommy Martinez: Sound Technologist
  • Quentin Chiapetta, Medianoise: Sound Design
  • Paul Geluso: Spatialized Sound Design System
  • Chorus: VO by Christina Campanella and John Rose
  • Kepler: VO by Jim Fletcher
  • Hypatia: VO by Toni Dove
  • Wufeng Kai: 3D Modeling and Unity Development
  • Indira Ardolic: 3D Modeling

RECENT WORK BY TONI DOVE: The Dress That Eats Souls 

Selected Reviews: 

Toni Dove: Embodied Machines at The Ringling Museum of Art Feb – May 2018

Toni Dove: Embodied Machines, The Ringling Museum of Art, 2018


Embodied Machines, a survey of 20 years of my work in immersive narrative media at the Ringling Museum, Feb 25 – May 20 2018, featured two major installations: Artificial Changelings and The Dress That Eats Souls, the 10 episode video version of Spectropia and smaller interactive pieces, LED costumes, props, robots and other artifacts from work exploring embodied interface, responsive narrative structures and critical inquiries into emerging technologies. During the exhibition the live mix performance of Spectropia was presented, performed by R. Luke DuBois and myself in a 90 min outdoor event in the museum courtyard.  In April a fully revamped production of Lucid Possession played for two nights at the historic Asolo Theater. Embodied Machines was curated by Matthew McLendon, Director of the Fralin Museum of Art, University of Virginia. Special Thanks to Christopher Jones, Curator of Photography and New Media at the Ringling Museum and to Joni Bradley for exhibition design.

A catalogue accompanied the exhibition and was published and is distributed by Scala and is also available from Amazon

The Dress That Eats Souls, 2018, is an interactive video and robotics installation that uses motion sensors to put the viewer into a visceral relationship with a giant Dress. A viewer’s body movement is mirrored by the robotics of the Dress as it guides you through time – it behaves as if you are wearing it. An overhead screen allows you to see out of the eyes of those who have worn the Dress over 200 years. Using head movement to navigate each story from the past, the Dress creates an intimate history of the human body and its relationship to the technologies that enhance, heal, damage or colonize it. A viewer is introduced to the Dress, it takes over, bosses you around, responds to your actions and ultimately consumes you.

The Dress That Eats Souls premiered at the Ringling exhibition and a tour is in the planning stages.

The exhibit opened with the interactive cinema installation Artificial Changelings, the story of Arathusa, a kleptomaniac in 19th century Paris who is dreaming of Zilith, an encryption hacker in the future. It was first presented at The Rotterdam International Film Festival in 1998. I thought of it as a romance thriller about shopping. A viewer’s body movement moves the video characters on a large curved screen altering video and sound. You navigate between different zones of a scene via floor pads. Moving back and forth between the centuries is done using a floor pad called the Time Tunnel. The piece was conceived as the Web emerged – I was thinking about what its future would be and how information and circulation themselves had become product.

For information on touring the exhibit, individual performances or installations please contact:  Toni Dove: tonidove@gmail.com or Matthew McLendon: matthewmclendon@virginia.edu

An Interactive Cinema Installation: The Dress That Eats Souls

“The Dress That Eats Souls” is close to completion. You saw some of its evolution in the last post – and it’s been evolving and growing. It will premiere in a survey exhibition of 20 years of my interactive cinema work “Toni Dove: Embodied Machines” curated by Matthew McLendon at the Ringling Museum in Sarasota Florida from February 25 to May 20, 2018. There will be an exhibition catalogue available.

Experiencing the POV a someone wearing the dress in the 1950s

“The Dress That Eats Souls” is a complex interactive matrix that uses the Kinect gaming interface to track a viewer’s head and body movement. The Kinect, recently discontinued, has a sophisticated camera tracking system that combine video tracking with infrared to create X,Y and Z space – or a video tracking field of 2 dimensions with an infrared sensor that adds depth. It does she pretty interesting things – I think its subversive re-use by the creative tech community has far outstripped the use Microsoft had for it. Very sorry to see it go, but many similar camera systems are surfacing. More on that another time.

This piece was fascinating to make – an R&D process working with students and a wonderful team of technologists. Some adventures experimenting with 3D printing and vinyl cutting, robotics, programmable LEDs, and cinemascope raw video shot with the 5D III using Magic Lantern that is responsive  in the installation to a viewers head movement. The robot uses skeleton and head tracking to mirror a viewer’s body movement and alter media. The experience is almost like being lifted up into a movie. A viewer’s body and head are connected to the piece through movement and it feels as if you’re both inside it and looking out – as if wearing the dress.

Voiceovers representing different characters take you through time to form a narrative that traces the human body’s interactions with technology. Choosing a dress as the form for the installation came about as I was thinking about technology’s most intimate interfaces with the human body and clothing seemed like a logical place to start.  It was also a response to the current explosion of wearable technologies that I find both enhancing and colonizing in a disturbing mix.  I collaborated with the novelist Rene Steinke on the text for voices. It was a fascinating process of exchange. I began by creating extensive timelines of human invention, technological and cultural events and disasters. Then broke it down into a series of 10 decades from the 1900s to far into the future. Each decade has 3 versions: dark, neutral or technology driven, and light. Rene used the alchemy of her inventive mind to create the details of who these people could have been. The text is a sequence of interior monologues over time tracing our relationship to technology and perhaps how we lag behind the inventions in our comprehension of their impact, both ecstatic and ominous.  I think of the piece as the wreck of the ship of progress. A cautionary tale – but not without seductions and pleasures.

Here are stills from the 5 videos a viewer navigates with head movement to experience the POV of someone in 1918. A woman in a rocking chair talks about an iron brace that reshapes her spine. She connects with a soldier who has had part of his face blown off in WWI.

From the age of six, I was strapped in a metal corset to fix the curvature of the spine. My mother and my nurse carried me, my dear friends tried to lift me by summoning the spirits…and I heard Fred talking to me: “The mind grows just as the body grows, you know that? But how do you show that in a metal face? Half my face blown to bits. Who knows where my eye landed in that forest? We were running. I saw my blood splattered on the dead brown leaves…thought I was a-goner. I woke up on a stretcher and later they gave me this face. It looks more like my brother’s face than mine. He died in the Marne.




Links to preview articles about the exhibition:

The New York Times

Sarasota Magazine

My talented team of collaborators:

Tommy Martinez is the software designer, Paul Geluso designed spatialize sound using a unique binaural broadcast speaker system, Medianoise did sound design,original music for the 1960s and 180s by Elliott SharpBrooklyn Research created the responsive robotics, Andrew Dintenfass (of early Stevie Nicks and Pointer Sisters music video cinematography) was the Director of Photography, Karen Young, scrim design, LED design by Smooth Technology.

Stay tuned for more teasers from the exhibition.