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Player Video XR by Suryun Hyeon orchestrates a sophisticated spatial composition that integrates multiple floating interface panels within a luminous atmospheric environment characterized by soft ceru
Suryun Hyeon's Player Video XR presents a comprehensive interface ecosystem for extended reality video consumption, organized across multiple interconnected screens and spatial layers that demonstrate
Suryun Hyeon's Player Video XR establishes a dreamlike spatial interface where soft peachy-coral hands emerge as gestural protagonists against an ethereal landscape dominated by azure and cerulean atm
Player Video XR by Suryun Hyeon presents a meticulously orchestrated spatial composition that establishes a compelling dialogue between three-dimensional architectural staging and layered digital inte
Player Video XR by Suryun Hyeon presents a sophisticated digital interface composition anchored by dual portrait presentations occupying the upper two-thirds of the frame, establishing an immediate di

Bronze Interface, Interaction and User Experience Design · 2025

Player Video XR

by Suryun Hyeon

  • A' Design Award 2025 Bronze Winner in Interface, Interaction and User Experience Design
  • Awarded April 15, 2025
  • Estimated Number of Design Views: 26,647
  • Verification code 13D0FFDA9E · Verify this award
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About Player Video XR

Player is a video platform interface for audience participation in extended reality. Videos uploaded to Player include motion and sound tracking, and recorded movements are converted into 3D motion data. Users can follow the actions of a video accurately, then record, edit and share their own version. A generative AI tool lets users create avatars and backgrounds, so participation is possible without showing the face or body. The interface is designed for head-mounted extended reality devices and suits activities such as dance and building tasks.

Suryun Hyeon's Player Video XR positions itself within the rapidly evolving discourse surrounding spatial computing and extended reality interface design, a domain where traditional screen-based interaction paradigms undergo fundamental reconceptualization to accommodate three-dimensional navigable environments that blur boundaries between physical and virtual experience. This interface visualization demonstrates sophisticated understanding of the unique challenges inherent in designing for immersive contexts, where information architecture must operate across multiple spatial planes while maintaining cognitive clarity and operational accessibility. The compositional achievement here lies in the careful orchestration of visual hierarchy across depth, employing subtle scale relationships, atmospheric transparency gradients, and strategic color accent deployment to ensure that primary interactive elements remain legible despite the spatial complexity, while secondary instructional and demonstrative content provides contextual support without overwhelming the visual field. The chromatic strategy proves particularly noteworthy in its deployment of a predominantly cool analogous palette that establishes environmental cohesion and spatial continuity, punctuated by warm accent tones that draw attention to specific interactive opportunities and avatar customization options, creating temperature contrast that serves functional wayfinding purposes while maintaining aesthetic harmony. The integration of diverse content types—live-action video capture, three-dimensional character models, two-dimensional illustrated instruction cards, and technical skeletal motion visualization—within a unified spatial framework speaks to the designer's facility in creating visual systems capable of accommodating heterogeneous media while preserving stylistic coherence through consistent application of corner radius treatment, shadow depth, transparency handling, and typographic scale. Thematically, the work explores the intersection of physical embodiment and digital mediation, presenting scenarios where athletic activity, creative identity construction through avatar customization, and technical motion analysis coexist within a shared experiential framework, suggesting extended reality's potential to serve simultaneously as documentation medium, creative platform, and analytical tool. The inclusion of the skeletal motion-tracking visualization introduces a technical layer that references biomechanical analysis traditions while translating them into accessible visual language appropriate for general audiences, democratizing specialized knowledge through elegant information design. The floating spatial organization itself functions as visual metaphor for the liberation from screen-boundary constraints that extended reality promises, where interface elements need not conform to rectangular viewport limitations but can instead occupy positions determined by ergonomic optimization, contextual relevance, and spatial narrative flow. One observes how the work navigates the fundamental tension in immersive interface design between leveraging the expanded spatial canvas that three-dimensional environments provide and maintaining the cognitive efficiency and immediate comprehension that users have developed through decades of two-dimensional interface familiarity, achieving a synthesis that feels simultaneously novel in its spatial possibilities and comfortably navigable through its retention of established visual conventions translated into dimensional space. The viewer is invited to consider how extended reality platforms might transform not only entertainment consumption but creative expression, athletic training, and identity construction, imagining embodied interaction scenarios where physical gesture, virtual manipulation, and content engagement merge into unified experiential moments that transcend the limitations of traditional screen-mediated interaction.

Press Kit

Unique Properties
Player redefines video content by enabling audience participation in XR. While traditional platforms limit interaction to "likes" or "comments," Player turns viewers into active participants. It allows users to explore 3D motion data, follow along, and share their actions. With generative AI, users can create avatars and backgrounds, making participation accessible to all. This transforms video enjoyment into an immersive, multidimensional experience.
Dimensions & Packaging
This project focuses on an AR user experience within XR and is designed to be compatible with HUD-type devices. It is expected to function seamlessly on devices like Meta's Quest or Apple's Vision Pro. However, AR glasses in the form of smart glasses may currently face challenges in achieving full technical implementation.
Tags
XR, AR, Video Platform, UI, Interaction, Participant, Play
Production Technology
Videos uploaded to Player include motion and sound tracking. Whether recorded with XR devices or standard cameras, movements within the video are converted into 3D motion data to facilitate easy participation. Additionally, a generative AI-powered UI allows users to create avatars and environments, enabling them to join videos in their desired appearance. This combination of technologies ensures an accessible and personalized experience for all participants.
Design Challenge
The main challenge during the project was developing a method to extract 3D motion data and effectively visualize it. Seeking advice from experts, I learned that motion tracking was feasible and adopted active use of 3D tools, which ultimately allowed for effective representation.
Project Duration
This project commenced in January 2024 in South Korea and was completed in April 2024 in South Korea.
Operation Flow
Users who find a video they want to participate in first set up their desired environment. After customizing their avatar and selecting a background, they can start recording. Utilizing 3D data provided by the video, users can accurately follow actions, including details that are usually hard to notice. This can be applied to dancing, building LEGO, reaction videos, and more. Once recording is complete, users can easily edit their participation and share their experience with others.
Research
Type of Research: Exploring user video participation possibilities through 3D motion tracking and generative AI in XR environments.
Research Objective: To explore dynamic possibilities where users transform into active participants through modern technological integration.
Methodology: Project functions derived from in-depth user interviews and insight clustering.
Data Collection and Research Tools: Insights gathered through one-on-one in-depth interviews and collective opinions collected via online surveys.
Participants or Experiments: Conducted primarily with Gen-Z users in their teens and twenties.
Results: Most participants acknowledged the increasing trend of video participation but agreed on the limitations of current video platform features. They expressed that generative AI, enabling changes in appearance or environment, would make video participation more engaging and enjoyable. There was also significant demand for customizable avatar and filter features.
Insights and Impacts: Current video platforms, despite their dynamic content and user expectations, offer only limited functionality, rendering video consumption a static activity. Integrating XR features and generative AI could encourage more active participation from viewers.
Business Impacts: Both participants and creators are likely to spend more time on the platform, increasing app engagement and session duration, which would naturally lead to higher ad revenue and other supplementary income. This would improve video quality and user reactions, creating a positive feedback loop.
Real-Life Phenomena: Viewers will no longer consume videos passively through static comments. Instead, they will enjoy watching participation videos that capture how others laugh, cry, or act, making video consumption a more dynamic and engaging experience.
Inspiration
As someone who enjoys video content and wants to join challenges, I often felt burdened by the need to edit videos and hesitant to show my face or body. Following complex actions in videos also proved challenging. To address these struggles and explore new possibilities for enjoyment, I aimed to use generative AI in XR to create a solution. I look forward to a day when everyone, regardless of age or background, can enjoy videos in their own way, with the appearance and actions they choose.

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