Interactive Kinetic LED: Control, Content and Real-Time Interaction
Interactive kinetic LED adds a real-time input and creative-control layer to a motor-driven display. The screen can respond to programmed timelines, operator controls, TouchDesigner logic, Unity applications, gamepads, mobile devices or project-specific sensing systems, depending on the architecture selected for the project.
The control layer sits on top of the physical kinetic LED screen architecture. It does not create a separate product family by itself.

CAN and DMX512 Are Parallel Project Architectures
JYVISIONS currently uses both CAN-based and DMX512-based solutions. Neither should be described as universally better. DMX512 is familiar in event and show-control environments and can be convenient for interactive workflows. CAN-based distributed control can be appropriate for fixed systems where module-level motion control, feedback and engineering integration are important.
For the underlying motion families, start with the kinetic LED screen guide.

AE Workflow for Programmed Kinetic Content
In the JYVISIONS CAN workflow, an After Effects plugin can be used to create Z-position choreography. An offline workflow can export motion data for later playback, while a real-time workflow can output Art-Net data over the network. The creative software defines target positions; acceleration, deceleration and safety behavior remain responsibilities of the control system rather than the animation timeline.
This separation is important: creative software should describe the intended motion, while the engineering layer protects how the mechanism actually reaches that target.

Real-Time Interaction With TouchDesigner
TouchDesigner can be used as a real-time creative layer when a project needs live graphics, responsive behavior or interaction logic. JYVISIONS supplied the kinetic LED wall used by SQM Multimedia Solutions at EuroShop 2026; the project used a DMX512-based solution. SQM publicly documents the P1.9 kinetic LED wall, real-time rendering, tablet touchscreen and Leap Motion interaction, with TouchDesigner used in the interactive visual experience.
The public SQM material independently supports the project’s kinetic wall and interactive TouchDesigner implementation; JYVISIONS supply and the DMX512 detail are first-party project provenance and should be presented as such.

Unity, Gamepads and Mobile Control
Interactive kinetic installations can also use Unity applications with gamepads or mobile devices as input. This is a different interaction path from camera-based sensing: a phone or gamepad does not require a camera to control the experience. Camera-based systems can be designed separately when the project needs movement or position capture.
The input device should be selected from the visitor task and the reliability requirements of the installation, not because one sensor type is fashionable.

Synchronization Is a System Problem
A responsive kinetic display still needs stable timing between target positions, motor behavior and LED frames. In a CAN-based JYVISIONS architecture, motion commands can be distributed to module-level controllers while the system coordinates with the LED playback timing. Larger systems also need network and bus design that accounts for traffic, redundancy and fault handling.
These implementation details are project engineering, not universal specifications. Public content should explain the architecture without exposing proprietary commissioning detail.
Plan the Interaction Before Content Production
Define the visitor action first: touch, gesture, game control, mobile input, operator cue or programmed show. Then define the response, latency expectation, fallback behavior and the motion envelope. Only after that should the creative team lock the software stack and content workflow.
Rotating products can use project-specific motion scripts and external control integration; see the 360° rotating LED screen. The telescopic sphere uses its own software-controlled motion workflow; see the kinetic LED sphere.
