
The Celebrate Bahrain name, logo and identity belong to Celebrate Bahrain. FAIM owns only the sensing and game technology explained on this page.
How it works
From a raised hand to a finished moment
This is how our system senses, responds and resets, and how we built it from projects we have already delivered.
The workflow
Seven stages, every round
Tap a stage, or watch the signal travel through.
Inside the system
Four layers, one experience
- Depth sensors and LiDAR
- Hand-tracking sensors
- Light-up buttons and pads
- Touchscreens and touch tables
- Phones through a QR code
- Runs on site, not in the cloud
- Unity for physical games
- Web apps for phones and touch
- Local server for team games
- LED walls
- Projection
- Holographic displays
- Score screens and lighting
- Content system for daily changes
- Arabic and English content
- Moderation for public messages
- Totals per day and station
Why it holds up on the day
Built for busy December evenings
Works offline
Every game runs on local hardware. If the venue Wi-Fi gives up, the game does not.
Private by design
Movement is processed on the device as points. No images are kept unless a visitor asks for one, in line with Bahrain's Personal Data Protection Law.
Open to everyone
A seated or touch alternative for every movement game, readable text and no flashing effects.
Tuned to the room
We test at your peak hour, with real light, real crowds and the clothes your visitors wear.
How we built it
Each project taught the system something new
- DeliveredA physical reaction game
Unity, custom circuits and a one-minute clock for a bank in Bahrain. It gave us the reflex engine. Case study
- DeliveredA hand-tracked hologram
Pinch to rotate, air-tap to open, at HEC Dhahran Expo. It gave us gesture control. Case study
- Delivered with partnersA multiscreen hub
Content synced across screens at Aramco EXPEC. It gave us the shared-screen layer. Case study
- DeliveredTouch wayfinding
Custom wayfinder apps at Aramco iktva. It gave us journeys across a venue. Case study
- Live todayThe Experience Library
76 products and an Interactive Lab of browser demos, so clients can try before they commit. Explore
A session, beat by beat
From noticing to reset in about a minute
Timings are planning assumptions we refine at each venue.
- Notice1 to 3 seconds
Movement, or a mirrored silhouette, catches the eye.
- Understand2 to 5 seconds
One picture, one verb: "Raise your hands", "Tap the light".
- JoinUnder 5 seconds
Step onto a marked spot or tap Start. No registration.
- Play20 to 90 seconds
Depends on the concept.
- Feedback3 to 5 seconds
A clear finish: a score, a completed frame, the end of a story.
- Save or share, if wanted0 to 20 seconds
A QR code to take the image or score home. Skipping takes one tap, or simply walking away.
- Reset5 to 20 seconds
The screen returns to its welcome state. Touch surfaces are wiped where needed.
How many players can one reflex station take?
Play 45 seconds, introduction 10, finish and optional save 15, reset 10: about 80 seconds per player. The theoretical maximum is 3,600 ÷ 80 = 45 players an hour. In practice, demand comes in waves, families decide who goes next and hosts take breaks, so we plan at 60 to 70% of that: roughly 27 to 31 players an hour per station. These are planning assumptions for queues and staffing, not measured results.
Create your moment
اصنع لحظتك
Tell us your venue and your dates. We will call you back with ideas that fit, usually on WhatsApp.