updated:April 20, 2017
[News] [Background] [Team] [References] [Presentations] [Press] [Movies] [Stages] [Web] [Literature] [Sponsors]

Project ALICE

This is a cultural computing project and not just another interactive installation!

From the narrative of Alice’s Adventures in Wonderland, we chose six stages, each represents a chapter or part of it, and built one of the world biggest mixed reality installation. From start to end the user undergoes immersion that consists of real and nature mimicking, virtual and augmented reality in such situations which demands the user to question him/her self and their logic and Western reasoning. A new form of presence and user experience will emerge!

This project is conducted at the Designed Intelligence Group of the Department of Industrial Design at the Eindhoven University of Technology, supported by Microsoft Research in Cambridge (UK), the Department of Industrial Design and Department of Electrical Engineering, Eindhoven University of Technology.


[09/14] whole installation is dismanteld and stored
[08/14] Movie documentary finalized
[01/14] Experiments with stage 1-3 and experiment with stage 3 only
[12/13] Preparation for experiment stage 1-3 (incl. sound scapes)
[04/13] Preparation for experiment stage 2-5 (incl. sound scapes)
[12/12] Monitoring and observation infrastructure established for stage 1-6
[03/12] Rebuilding stage 1
[09/11] Rebuilding stage 3
[08/10] Finishing off the new hardware infrastructure.
[06/09] Moving the whole installation to a new location.
[01/09] Demo day for VIPs
[11/08] New video uploaded on YouTube (see below)
[06/08] New links to a BBC series on self and power are added.
[04/08] Experiment is finished, data are now being analyzed.
[12/08] We are preparing for an experiment and put some links off-line.
[07/08] Picture galleries are added to stage 1, 2 and 3, and overall.
[09/07] Stage 3 and 4 are further developed, and the user experiences are added as new video clips.
[07/07] Now we are finishing off the software and control parts.
[05/07] After about one year working, we could achieve the most of the hardware and some of the software installations for six different stages.
[05/06] The project started in May 2006.
[03/06] In March 2006 the project was approved for funding by Microsoft Research in Cambridge, UK.

Background information

With the introduction of the computer, its usage in a broad perspective has been under investigation. Originated from computer science but gradually created its own field named Human Computer Interaction with the integration of other related disciplines such as computer graphics, human factors, ergonomics, industrial engineering, cognitive psychology. Since the 60s there have been some major paradigms that can be discriminate in its evolvement: 1. personal computing, 2. cooperative computing, 3. social computing and 4. cultural computing. The role of the computer has changed dramatically with demanded from the field to come with solutions. The first paradigm is the Personal Computing with its user-system relations. With the implementation of the networked computer, the second paradigm is cooperative computing via rich interactive multimedia. This advanced into the third paradigm, social computing paradigm with community mediated interaction, with applications such as Computer Supported Cooperative Work (CSCW) and the Internet with its communities. Last decade arise concepts e.g. mobile, normadic and ubiquitous technology with focus on personalized and intimate interaction both with positive experiences. Leaving the computer as main objective and point of attention but apply its functions by using it as a tool. Shared commonalities in these are 1. disappearing computer, 2. ease of use and positive experience and 3. building communities.

Inspired by the work on the ZENetic computer of Naoko Tosa and Seigow Matsuoka (2003), Ryohei Nakatsu, Matthias Rauterberg and Benjamin Salem (2006) proposed a new paradigm for HCI, cultural computing which is based on Kansei Mediated Interaction. The latter is a form of multimedia communication that carries non-verbal, emotional and Kansei information (e.g. unconscious information). It is a combination of Kansei Communication (i.e., ‘content’) and Kansei Media (i.e., ‘form’). The main research objectives in Kansei Mediated Interaction are the underlying almost unconscious cultural determinants (see also Salem & Rauterberg, 2005; Rauterberg, 2009). The research arena on Cultural Computing is opened.

Team Members

Sjriek Alers (electronics, stage operator)
Dimar Aliakseyeu [Assistant prof. dr.] (electronics)
Chet Bangaru (mechanics, stage operator)
Christoph Bartneck [Assistant prof. dr.] (user testing, stage operator)
Marco Combetto [M.Sc.] Microsoft Research Ltd. Cambridge, UK
Razvan Cristescu [Assistant prof. dr.] (electronics, stage operator)
Jun Hu [Assistant prof. dr.] (system architecture, project manager 2006-2007, system manager 2009-)
Elco Jacobs (student assistant, electronics)
Joran Jessurun (technical support for cave projection)
Tijn Kooijmans [B.Sc.] (stage-5 design, project assistant)
Geert Langereis [Assistant prof. dr.] (stage-5, hardware expert)
Hao Liu [Dr.] (information architecture)
Marija Nakevska [M.Sc.] (system architecture)
Jifei Ou (stage-1 re-design)
Jeroen Peerbolte (stage-4 animation)
Matthias Rauterberg [Prof. dr.] (project leader)
Ben Salem (electronics, stage operator, project manager 2007-2008)
Christoph Seyferth (artist, craftsmanship, cave construction)
Vanessa Sawirjo [M.Sc.] (programming)
Joran van Aart [B.Sc.] (stage-1 re-design)
Dirk van de Mortel [M.A.] (project manager 2006; interactive multimedia)
Geert van den Boomen (electronics, stage operator)
Ton van der Graft (electronics)
Arrens van Herwijnen [B.Sc.] (stage-1: robotics)
Tijn van Lierop [B.Sc.] (stage-6 design: animation)
Chee Fai Tan [M.Sc.] (mechanics, stage operator)


Aart van, J.; Bartneck, C.; Hu, J.; Rauterberg, M.; Salem, B. (2010). How to behave as Alice in Wonderland–about boredom and curiosity. Entertainment Computing, vol. 1, no. 3-4, pp.125-137.

Bartneck C., Hu J., Salem B., Cristescu R. , Rauterberg M. (2008). Applying virtual and augmented reality in cultural computing. International Journal of Virtual Reality, vol. 7, no. 2, pp. 11-18.

Chang H.M., Ivonin L., Díaz M., Català A., Chen W., Rauterberg M. (2013). From mythology to psychology: Identifying archetypal symbols in movies. Technoetic Arts: A Journal of Speculative Research, vol. 11, no. 2, pp. 99–113.

Chang H.M., Ivonin L., Diaz M., Catala A., Chen W., Rauterberg M. (2013). Experience the world with archetypal symbols: A new form of aesthetics. In: N. Streitz, C. Stephanidis (eds.): Distributed, Ambient, and Pervasive Interactions DAPI - HCI international (Lecture Notes in Computer Science, vol. 8028, pp. 205–214), Berlin Heidelberg: Springer.

Chang H.M., Ivonin L., Chen W., Rauterberg M. (2013). Feeling something without knowing why: Measuring emotions toward archetypal content. In: M. Mancas, N. d’ Alessandro, X. Siebert, B. Gosselin, C. Valderrama, T. Dutoit (eds.) Proceedings of Intelligent Technologies for Interactive Entertainment - INTETAIN (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol. 124, pp. 22–31). © Institute for Computer Sciences, Social Informatics and Telecommunications Engineering: Springer.

Hu J., Bartneck C., Salem B., Rauterberg M. (2008). ALICE’s adventures in cultural computing. International Journal of Arts and Technology, vol. 1, no. 1, pp. 102-118.

Hu J., Bartneck C. (2005). Culture matters - a study on presence in an interactive movie. In M. Slater (Ed.), The 8th Annual International Workshop on Presence (PRESENCE 2005), 21-23 September 2005, London (pp. 153-159). London: International Society for Presence Research.

Ivonin L., Chang H.M., Chen W., Rauterberg M. (2012). A new representation of emotion in affective computing. In: J. Luoluo (ed.) Proceedings International Conference on Affective Computing and Intelligent Interaction - ICACII 2012 (Lecture Notes in Information Technology, vol. 10, pp. 337-343), Delaware: Information Engineering Research Institute.

Ivonin L., Chang H.M., Chen W., Rauterberg M. (2013). Automatic recognition of the unconscious reactions from physiological signals. In: A. Holzinger, M. Ziefle, M. Hitz, M. Debevc (eds.) Human Factors in Computing and Informatics – SouthCHI 2013 (Lecture Notes in Computer Science, vol. 7946, pp. 16-35), Berlin Heidelberg: Springer.

Ivonin L., Chang H.M., Chen W., Rauterberg M. (2012). Unconscious emotions: Quantifying and logging something we are not aware of. Personal and Ubiquitous Computing, vol. 17, no. 4, pp. 663-673.

Khoo E.T., Peiris R.L., Rauterberg M. (2011). 3D Guqin: Digital playground to explore music that embodies Chinese culture and philosophy. In: Proceedings 2nd International conference on Culture and Computing (pp. 145-146). Los Alamitos: IEEE Computer Society.

Kooijmans T., Rauterberg M. (2006). Advice from a caterpillar: An interactive experience about the self. In Proceedings of 5th International Conference on Entertainment Computing (ICEC2006), Cambridge, UK, 2006.

Kooijmans T., Rauterberg M. (2007). Cultural computing and the self concept: Towards unconscious metamorphosis. In: L. Ma, M. Rauterberg, and R. Nakatsu (Eds.): Entertainment Computing -ICEC, Lecture Notes in Computer Science (LNCS vol. 4740, pp. 171–181). Berlin: Springer.

Nakatsu R., Rauterberg M., Salem B. (2006). Forms and theories of communication: From multimedia to Kansei mediation. Multimedia Systems, vol. 11, no. 3, pp. 304-312.

Nakatsu R., Rauterberg M., Vorderer P. (2005). A new framework for entertainment computing: from passive to active experience. In F. Kishino, Y. Kitamura, H. Kato and N. Nagata (Eds.), Entertainment Computing-ICEC, Lecture Notes in Computer Science (LNCS vol. 3711, pp. 1-12). Berlin: Springer.

Nakevska M., Hu J., Langereis G., Rauterberg M. (2012). Alice's adventures in an immersive mixed reality environment. In: Proceedings IEEE International Symposium on Mixed and Augmented Reality - ISMAR 2012 (pp. 303-304), Los Alamitos: IEEE Computer Society Press.

Nakevska M., Markovski J., Rauterberg M. (2012). A model-driven engineering approach for immersive mixed-reality environments. In: J.C. Anacleto, E.W.G. Clua, F.S. Correa da Silva, S. Fels, H.S. Yang (eds.) Entertainment Computing – ICEC 2013 (Lecture Notes in Computer Science, vol. 8215, pp. 147-150), (c) IFIP - Berlin Heidelberg: Springer

Nakevska M., Funk M., Hu J., Eggen B., Rauterberg M. (2014). Interactive storytelling in a mixed reality environment: How does sound design and users’ preknowledge of the background story influence the user experience?. In:  A. Mitchell, C. Fernández-Vara, D. Thue (eds.) Interactive Storytelling - ICIDS 2014 (Lecture Notes in Computer Science, vol. 8832, pp. 188-195), Berlin Heidelberg New York: Springer.

Nakevska M., van der Sanden A., Funk M., Hu J., Rauterberg M. (2014). Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiences. In:  Y. Pisan, N. Sgouros, T. Marsh (eds.) Entertainment Computing - ICEC 2014 (Lecture Notes in Computer Science, vol. 8770, pp. 52-59), Berlin Heidelberg New York: Springer.

Nakevska M., Van der Sanden A., Funk M., Hu J., Rauterberg M. (2017, preprint). Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiencesEntertainment Computing, vol. x, no. y, pp. zz-zz. (online) [DOI

Rauterberg M. (2010). Emotions: The voice of the unconscious. In: H.S. Yang et al. (Eds.): Proceedings of International Conference on Entertainment Computing - ICEC, (LNCS vol. 6243, pp. 205-215), © IFIP International Federation for Information Processing, Berlin Heidelberg: Springer-Verlag.

Rauterberg M., Hu J., Langereis G. (2010). Cultural computing - How to investigate a form of unconscious user experiences in mixed realities. In: R. Nakatsu, N. Tosa, F. Naghdy, K.W. Wong and P. Codognet (eds.) Proceedings of Entertainment Computing Symposium - ECS (IFIP AICT vol. 333, pp. 190-197), Berlin Heidelberg: Springer-Verlag.

Rauterberg M. (2013). How is culture and cultural development possible?. In: Proceedings 4th International Conference on Culture and Computing - ICCC 2013 (pp. 177-178), IEEE Computer Society’s Conference Publishing Services.

Rauterberg M. (2011). The three phases of life: An inter-cultural perspective. In: Proceedings 2nd International Conference on Culture and Computing (pp. 80-85). Los Alamitos: IEEE Computer Society.

Rauterberg M. (2009). Entertainment computing, social transformation and the quantum field. In: A. Nijholt, D. Reidsma, H. Hondorp (Eds.): Intelligent Technologies for Interactive Entertainment-INTETAIN, Lecture Notes of the Institute for Computer Sciences (LNICST vol. 9, pp. 1-8). Berlin: Springer.

Rauterberg M. (2008). Hypercomputation, unconsciousness and entertainment technology. In P. Markopoulos, B. de Ruyter, W. IJsselstein and R. Duncan (Eds.), Proceedings of Fun and Games 2008 Second International Conference, Lecture Notes in Computer Science (LNCS vol. 5294, pp. 11-20). Berlin: Springer.

Rauterberg M. (2006). How to assess the user’s experience in cultural computing. In: T. Bosenick, M. Hassenzahl, M. Müller-Prove, M. Peissner (Eds.): Usability Professionals 2006 (pp. 12-17). Fraunhofer Informationszentrum Raum und Bau.

Rauterberg M. (2006). Usability in the future –explicit and implicit effects in cultural computing. In: AM. Heinecke, H. Paul (Eds.): Mensch & Computer 2006: Mensch und Computer im StrukturWandel (pp. 29-36). München, Oldenbourg Verlag.

Rauterberg M. (2006). From Personal to Cultural Computing: How to assess a cultural experience. Paper presented as keynote at “Usability-Day IV”, 9 June 2006, Vorarlberg, Dornbirn, Austria.

Rauterberg M. (2004). Enjoyment and entertainment in East and West. In: M. Rauterberg (Ed.), Entertainment Computing--ICEC, Lecture Notes in Computer Science  (LNCS vol. 3166; pp. 176-181). Berlin: Springer.

Salem BI., Rauterberg M., Nakatsu R. (2006). Kansei mediated entertainment. In R. Harper, M. Rauterberg and M. Combetto (Eds.), Entertainment Computing-ICEC, Lecture Notes in Computer Science (LNCS vol. 4161; pp. 103-116). Berlin: Springer.


2011: invited presentation at VTT in Helsinki (Finland) [PDF]

2009: invited presentation at DARWIN workshop (JP) [PDF] [YouTube] [wmv 45MB]
2009: keynote at INTETAIN conference (NL) [PDF]

2008: keynote at FUN&GAMES conference (NL) [PDF]
2008: keynote at IADIS Human-Computer Interaction conference (NL) [PDF]

2007: final presentation at MSR (UK) [PDF]
2007: keynote at Euro-ITV conference (NL) [PDF]
2007: keynote at ICEC conference (CN) [PDF] [wmv 7MB, wmv 230MB]
2007: invited presentation at Nanjing Normal University (CN) [PDF]

2006: invited presentation at Ubimedia symposium (FI) [PDF]
2006: keynote at Mensch & Computer conference (DE) [PDF] [PIC]
2006: keynote at Usability DAY IV conference (AT) [PDF]
2006: kickoff meeting at MSR (UK) [PDF]
2006: project proposal at MSR (UK) [PDF]


2008: Cursor [PDF1, PDF2]


Adam Curtis (2002). The century of the self. [BBC series part-1, part-2, part-3, part-4]
Brefeld (2011). Geert Hofstede on Culture. [interview]
Bolte Taylor (2008). My stroke of insight. (source)
Gigerenzer (2008). The intelligence of the unconscious. (source)
Hepworth (1903). Alice in Wonderland [mpg] (source)
Kant Raju (2010). Time, physics and history. (source)
Malone (2007). Philosophy, Physics, Mathematics - “Dangerous Knowledge”. [mp4] (source)
Seyyed Hossein Nasr (2011). God and Man - Religion and Science. [part-1] [part-2] [part-3]
Seyyed Hossein Nasr (2011). In the Beginning was Consciousness. (source) CV
Nelson (2009). The Global Consciousness Project. [part-1] [part-2] [part-3]
Nelson (2005). The Global Consciousness Project. [wmv]
Oldmeadow (2011). Tradition betrayed: The false prophets of modernism. (source) CV
Radin (2013). The men who stare at photons. [part-1] [part-2]
Radin & Tom Campbell (2012). Entangled minds. [part-1] [part-2]
Radin (2010). Science and Global Consciousness. [wmv] [mov] (source)
Radin (2008). Science and the taboo of psi. [talk]
Sheldrake (2013). The ten dogmas of science. (source)
Sheldrake (2012). The science delusion. (radio) (book) [PDF]
Sheldrake (2009).
Morphic resonance, collective memory & habits of nature. [mp4]  (source)
Sheldrake (2008). The extended mind: Recent experimental evidence. [wmv] [flv] (source)
Sheldrake (2003).
Artificial Intelligence and the extended mind. [wmv] (source)
Norman White (2003). The helpless robot. [mov] [wmv] (source)

Spitzer (2010). Geist & Gehirn - unbewusste Motivation. [Teil-1] [Teil-2]
Society for Scientific Exploration (2009). At the edge of science. (source)
Tosa (2003). The ZENetic computer. [mpg]

2009 demo video [mp4 92MB] [wmv 12MB] [mp4 210MB] [wmv 167MB]
2007 demo video [wmv 170MB]


Pictures of the construction phase [pics]

stage 1 "in the park":
Description [pdf]; Pictures [pics]; Disney movie clip [mpg]; User [wmv] [redesign]

stage 2 "down the rabbit hole":
Description [pdf]; Pictures [pics]; Disney movie clip [mpg]; User [wmv]

stage 3 "eat-me and drink-me in the hall":
Description [pdf]; Pictures [pics]; Disney movie clip [mpg]; User [wmv]; User-2 [wmv]

stage 4 "pool of tears":
Description [pdf]; Pictures [pics]; Disney movie clip [wmv]; User [wmv]; User-2 [wmv]

stage 5 "advice from a caterpillar":
Description [pdf]; Pictures [pics]; Disney movie clip [wmv]; User [wmv]; user test [mpg]

stage 6 "chat with Cheshire cat":
Description [pdf]; Pictures [pics]; Disney movie clip [mpg]; User [wmv]


Project ALICE Google Rauterberg
Computing Culture - Consciousness - Culture  – Cultural Computing – 

Related websites:

  • For some nice afternoon entertainment, check out this Alice flash-website.
  • Akashic records and Intuition
  • BMI - 'brain-mind' institute
  • CCS - center for consciousness studies
  • EDGE - at the edge of our world knowledge
  • GCP - global consciousness project
  • GOP - global oneness project
  • PEACH - presence research in action
  • PEAR - Princeton engineering anomalies research
  • PICNIC - creative innovations in Europe
  • RADIN - conscious universe
  • SHELDRAKE - morphogenetic fields
  • TED - technology.entertainment.design
  • UNESCO - interactive digital media
  • ZGM - zeitgeist

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