Table of Contents

1. Introduction

1.1 Presentation

This project was developed through an international collaboration between six students representing diverse European academic backgrounds. By integrating technical engineering with creative design, the project seeks to bridge the gap between digital arts and human interaction. As detailed in Table 1, this multidisciplinary approach is foundational to ensuring the resulting solution is sustainable, inclusive, and optimized for public engagement.

Table 1: Project Contributors
Name Studies Location
Anna Bentzen Applied Computer Technology Norway
Giulia Vaneeckhout Product Development Belgium
Julian Bednarek Computer Science Poland
Leon Gunsilius Interactive Media Germany
Paula Macias Industrial Organization Engineering Spain
Rui Mendes System's Engineering Portugal

1.2 Motivation

The selection of digital art as the project’s primary theme resulted from an evaluation of various sectors, including healthcare and general well-being. While these initial areas were considered, digital art was ultimately identified as the optimal intersection for the group's diverse expertise. This theme provided a unique synergy between the creative methodologies of the design-oriented members and the technical competencies of the computer science enthusiasts. By leveraging the convergence of artistic expression and digital innovation, the project transitioned from a theoretical concept to the development of an interactive installation designed to foster meaningful public engagement.

1.3 Problem

Although modern public transit systems (particularly metropolitan rail networks) are characterized by high physical density, they frequently function as spaces of significant social isolation. This phenomenon of collective detachment is driven by two primary factors:

Passive Digital Consumption: Passengers often utilize mobile devices as a primary strategy to mitigate the environmental stressors of crowded transit. This reliance on personal screens facilitates a transition from a shared public journey into a repetitive, solitary experience, a process often described as “digital escapism”.

The Anonymity of the “Non-Place”: Following Marc Augé’s theory of “Non-Places” , the metro is frequently perceived as a purely functional void, a transitional space to be endured rather than experienced. Current transit architectures lack the sensory stimuli required to encourage environmental presence or spontaneous interpersonal interaction. Consequently, these environments represent missed opportunities for community engagement and the promotion of collective mental well-being [1].

This project addresses the deficit of meaningful physical engagement by proposing an immersive, shared environment that challenges the habitual over-reliance on personal technology.

1.4 Objectives

The primary objective of this project is to redefine the metropolitan transit environment by transitioning it from a purely functional corridor into a participatory space. To achieve this, the project focuses on the following four goals:

Mitigate Digital Isolation: To provide tangible, real-world stimuli that incentivize passengers to decrease reliance on mobile devices during transit.

Humanize the Transit Environment: To transform passive, anonymous commutes into human-centered experiences through the integration of interactive sensory design.

Facilitate Collective Agency: To utilize synchronized light and auditory feedback to demonstrate how individual physical presence contributes to a larger, collaborative environmental state.

Promote Environmental Presence: To encourage mindfulness and spatial awareness, ensuring that the commute results in a unique user narrative rather than a standard, repetitive transit cycle.

1.5 Requirements

To ensure compliance with European industrial standards and safety protocols, the project must adhere to the following regulatory framework:

1.5.1 Regulatory and Standard Requirements

The system shall be designed and documented in accordance with the following EU Directives:

1.5.2 Functional and Experiential Requirements
1.5.3 Technical and Hardware Requirements

1.6 Tests

The goal of this project is to create a working prototype of a Distributed Smart Lighting System for public transportation. This system enhances the passenger experience by providing interactive visual feedback through addressable LEDs, triggered by touch-sensitive poles equipped with Velostat sensors. By utilizing a CAN Bus network, the system ensures high-reliability communication across the metro car, even in environments with high electromagnetic interference.

The primary objective of this project is to deliver a functional and robust prototype. To guarantee its performance and safety in a railway-simulated environment, several tests must be conducted. Each test is outlined below, including the specific Evaluation Methodology used to verify the results.

Functionality Tests:

Performance Tests:

Software & Simulation Tests:

Safety Tests:

User Acceptance Testing (UAT):

The testing framework defined in this chapter ensures the transition of the System from a concept to a robust prototype. By addressing EMI, thermal management, and passenger safety, these protocols guarantee that the CAN Bus architecture and Velostat sensing are reliable, scalable, and ready for real-world deployment in public transportation.

1.7 Report Structure

Below we can find in Table 2 the main structure of the report and a short description of every chapter.

Table 2: Report Structure
Chapter Title Description
1 Introduction A comprehensive look at the team’s vision, the core problem we are solving, and the specific technical goals and success criteria for this iteration.
2 Background and Related Work An evaluative review of current market solutions, identifying gaps in existing research and how our approach differentiates itself.
3 Project management A breakdown of the operational framework, including the selected development methodology, team roles, and resource allocation.
4 Marketing plan A targeted plan for market positioning and user engagement, derived from an updated analysis of current industry trends.
5 Eco-efficiency measures for sustainability Strategies for reducing the project's ecological footprint and an evaluation of the solution’s long-term environmental viability.
6 Ethical and Deontological concerns A critical examination of the ethical dimensions of our work, focusing on societal impact and deontological standards.
7 Project Development An in-depth technical walkthrough of the prototype’s architecture, hardware/software components, and the integration process.
8 Conclusions A final assessment of the project’s outcomes against our initial goals, including a roadmap for future iterations.
9 Bibliography A curated list of academic, technical, and industry sources that informed the project’s development.

[1] Marc Auge, 1995. Non-places: Introduction to an Anthropology of Supermodernity. London: Verso, ISBN 9781859840511.