Ground Floor - Paranormal Room
The paranormal room is located on the ground floor of the exhibition. The room will use switchable glass to help with the interactions which will take place within the room. The door to the room will require identity verification. The agent glasses the user acquired from the safe will trigger the opening of the door. A short time after entering the room the switchable glass will darken up and flicker with the lighting in the room.
The room will feature a range of sensors which will detect where the user is in the room and what they are doing. Motion sensors will be used to trigger object movements that will mimic the supposed actions of poltergeist. The use of sensors will ensure that the user is within a certain proximity to the interaction.
The desk area within the room will feature an interactive mirror. The mirror will be a small monitor and camera disguised. It will have facial recognition technology which will allow it to manipulate the image it is receiving. In typical horror movie fashion it will show images appearing behind the user.
The idea of this area is to present the user with multiple simultaneous interactions which will have an impact on the users. Simple techniques such as creating drafts and subtle breezes will to utilised. Creating a separate space from the rest of the ground floor which aims to seclude the activity and interactions in a small, enclosed area. Much like the reported occurrences within haunted locations, there is often one area which has a stronger presence. The aim of the paranormal room was to recreate this.
The audio within the room will be vital in creating a believable environment. The movement of objects will be synchronised with scraping and banging.
Whispers will play through multiple speakers placed throughout the room. The whispers will be witness reports of hauntings and poltergeist activity. Each whisper will come from a separate speaker in a separate location. This again adds to the idea of immersion in a zone. As though the whispers are trapped and bouncing around the room.