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Liminal

Magical Multi-Room Mixed Reality

Role: Programmer & Experience Designer
Platform: Meta Quest (Passthrough AR)
Technologies: ArUco markers, OpenCV, Unity, Quest Camera API, Raspberry Pi

Liminal project logo

Overview

Liminal is a multi-room mixed reality experience where guests explore a strange museum and discover magical interactions that blur the boundary between the physical and virtual worlds.

The project was proposed by Jesse Schell and Dave Culyba as a challenge: can mixed reality experiences extend beyond a single room?

Most augmented reality experiences are limited to one space because environment tracking quickly breaks down when the user moves between rooms. Furniture, lighting, and walls change, causing virtual objects to drift. Even briefly leaving and re-entering a room can result in several inches and tens of degrees of positional error, breaking immersion.

In March 2025, Meta opened Quest camera data to developers. This raised a new possibility: could camera data be used to stabilize tracking and enable multi-room mixed reality?

Our goal was not only to explore that technical challenge, but also to build a magical experience that demonstrates the possibilities of multi-room MR. Our definition of creating magic is threefold:

The project name Liminal refers to existing between boundaries - in this case, between the physical and virtual worlds.

Our Solution

Instead of attempting a general-purpose solution to AR drift, we focused on a scenario common in location-based entertainment: experiences where the developer also controls the environment.

This allowed us to embed ArUco markers throughout the physical space. When the headset detects these markers, it can rapidly recalibrate its pose relative to the room, significantly reducing drift.

ArUco marker detection example

By placing markers at known positions (outside doors and near points of interest), we created reliable anchor points that allow the system to maintain alignment across multiple rooms.

Controlling the space also enabled richer interactions. By embedding sensors and physical props within the environment, we could create moments where the physical and virtual worlds appear to interact. For example, a guest might use a physical watering can to water a virtual plant, watching it grow as they pour water on it.

Narrative

Technical systems alone do not create magic. The experience also required a narrative framework that guides the guest to discover interactions naturally.

We took inspiration from online horror such as the Backrooms and SCP. In Liminal, the guest takes on the role of a new hire to help team Liminal investigate strange events at the ETC. Through the headset that the Liminal organization gave them, they were able to see into an alternate dimension overlapping the ETC where a student is trapped, and interact with weird objects straddling the two dimensions.

This setting serves several purposes:

Interactions

We paid strong attention to our interactions and how they formed a cohesive story. Our priority was interactions which felt magical - that is, blending the physical and virtual worlds.

Our first interaction centered around a painting. We made a physical frame over which we placed a virtual wall. On the virtual wall was a painting, aligned to a hole in the frame. Guests had to stick their head through the painting, where they would see a 3-D (physical) version of it. Rearranging the pieces of this physical version would also rearrange the pieces in the virtual painting through a hidden camera.

The physical painting frame: a wooden frame with an ArUco marker, strips of spandex where the guest looks through the painting, and a box covering a shelf that the guest looks into The painting seen through the headset. The physical elements are replaced by a wall matching the physical one around it, with a painting centered on it. The painting is of a painting of a painting of a painting...

The second interaction involved a physical clock and potted plant. In the pot was a virtual plant, which was dead. Guests had to rewind time on the clock, watching the plant grow in reverse, physically water the plant, then move time forward again to watch it grow.

These interactions hit our criteria for magical. Through clever use of a blend of physical and virtual lighting, it was often difficult to tell what was real and what was virtual. We often had guests tell us they were surprised certain objects were real. In addition, changing the physical world also changed the virtual. The blocks in the virtual painting were mirrored by their virtual counterpart, and the plant responded to input from both turning the clock hands and being watered.

My Contributions

I served as a primary programmer and an experience designer on Liminal, focusing on the technical systems that enable the project’s magical interactions.

Beyond implementing individual systems, I often served as the bridge between engineering and experience design. As new interactions were proposed, I evaluated their technical feasibility, prototyped solutions, and worked with artists and designers to adapt concepts around hardware limitations without sacrificing the intended sense of wonder. Rather than treating technical constraints as obstacles, we used them to shape interactions that were both achievable and convincing.

Outcome

Liminal successfully provided a proof-of-concept for mixed reality experiences operating on a multi-room scale. We managed to:

Guests were regularly wowed by the smoothness of the interactions and the way we were able to blend the physical and virtual worlds. Several guests were even surprised that elements they thought were virtual turned out to be physical! ETC professors praised our narrative design and ability to pair that with our tech. They felt our tech enabled strong interactions for the guests, resulting in a very unique project.

At the end of the semester, both the experience and the underlying techniques were passed to Schell Games for potential expansion into future mixed reality projects. In addition, we hope to take pieces of this experience to conferences such as SIGGRAPH, TEI, and ISMAR.

Liminal demonstrated that stable, multi-room mixed reality experiences are possible when developers can thoughtfully design both the virtual experience and the physical environment. We achieved reliable tracking, convincing physical-virtual interactions, and a cohesive narrative spanning multiple rooms.

Liminal also highlighted exciting opportunities for future work. As tracking precision and mixed reality hardware continue to improve, experiences like ours will be able to blend the physical and virtual worlds even more seamlessly, enabling increasingly convincing and ambitious interactions.