Catch! Brick World
Immersive Content
- Year of Production
- 2025
- Detailed Genre
- Other
Summary
In August 2025, we presented a competitive interactive media experience for children at the Banwol Art Hall exhibition in Pocheon.
In this game, children form teams and use soft toy hammers to hit tags placed throughout the space, earning points through active play. This installation combines physical activity with the fun of gaming, offering an engaging and immersive experience.
In this game, children form teams and use soft toy hammers to hit tags placed throughout the space, earning points through active play. This installation combines physical activity with the fun of gaming, offering an engaging and immersive experience.
Company Profile
Game Immersive Content
Therabyte Labs., Inc.
Therabyte Labs (Inc.) is an interactive media contents company founded by Bang Hyun -woo, a professor of engineering at Seoul National University and co -representative of media artist Heo Yoon -sil. Bang Hyun -woo and Heo Yun -sil have been an interactive media studio EVERYWARE, and have been introducing innovative interactive media works at art galleries and experience halls in over 20 countries around the world for over 10 years, at the labs and podiums of the College of Engineering and the College of Art for the past 20 years, which has become a technical basis for Therabyte Labs. Therabyte Labs is an interactive media contents company that intends to promote children's physical activity and intelligence through games based on its own motion sensing technology. By combining 50 kinds of physical activity -linked digital games with STEAM educational contents, we will play a role in stimulating children's body, psychology and social development and helping healthy growth. The children's experience playground, which utilizes its contents, was operated by the Funtory House, and was able to develop a realistic game that responded to the behavior of children according to each developmental stage. Currently, the company provides an integrated sensor-content-hardware integrated solution that can be serviced to play, education, and treatment institutions, and provides standardized platforms and subscription contents that are freely compatible with various games and body-sensitive input devices. The second business of the company is an eco -friendly spatial sculpture module that can easily disassemble, assemble, and reuse, to create a variable exhibition space. We launch a <Brickit> that stacks the three-dimensional modules and a <TiLiT> system for the highly freedom art wall production, and is supplied to many companies and institutions that want to practice Zero-Waste.