This project is captivating. I selected it to research more thoroughly because it follows the prompt so well. There is a large playfulness aspect to the piece. People can move props on the ground and affect what is projected. For example, moving a log-shaped cushion on the ground could redirect the flow of water, much like a log would do. Moving your hands near one of the white walls creates flying objects that spray out from your hand like fireworks. It enlivens people's fascination with nature and allows them to create and recreate.
The project was not entirely immersive, as most of what happened was on a screen. Design I/O did an earlier project about weather, and I think incorporating some of that technology could make the experience feel more like being in that ecosystem.
The websites relating to Design I/O and "Connected Worlds" didn't speak much on the previous works, so it is difficult to say with any certainty if any precedent projects had a direct affect on the work. The concept and creative process was made with help from the New York Hall of Science.
An example of similar work are the interactive games by Scholastic (link is the third citation). These games are also intended for children to get a better idea of the ecosystem, incorporating an interactive element to introduce them to problem-solving and the effects of actions on an ecosystem. Connected Worlds is more immersive and grand, which creates more of a sense of wonder in children and adults who participate, whereas the Scholastic games are more for educational purposes, though are also designed to be fun as well.
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