How to Conduct an Animatronic Dinosaur Demo:Presentation Tips

30 minutes of pre-demonstration equipment calibration is critical for the electronic dinosaur show: Action sensor sensitivity must be precisely set to level 3, coordinated with the ambient light sensor to avoid strong light interference, and sound output tested to be stable at 75-80dB; during the demonstration, focus on 90 seconds of core interaction, triggered by tail swing (motion capture with an error ≤5mm) synchronized with a roar, capturing the audience's 85% attention peak in the first 2 minutes, and saving 5 seconds for static display of details at the end.

Adjust the equipment first

Core equipment calibration must be completed 30 minutes before the electronic dinosaur demonstration: Action sensor sensitivity adjusted to level 3 (too low causes no reaction; too high leads to false triggers), ambient light sensor matched to venue brightness (avoiding "blindness" in strong light); sound output tested at 75-80 decibels (to cover venue background noise without harshness); mechanical joints like the tail and head calibrated, with single-action error controlled within 5mm (avoiding jerky movements).

Clarify Venue Conditions

Before the electronic dinosaur demonstration, tools are needed to measure three basic venue data points: Illuminance measured with a phone photometer app at 200-500 Lux (avoid direct sunlight or complete darkness, which causes sensor misjudgment); Noise measured with a decibel meter, background noise ≤60 decibels (above this value requires adjusting sound effect power); Leave a space of 1.5-3 meters between the dinosaur and the audience area (too close risks equipment damage; too far weakens interaction sense). Simultaneously record venue material—carpets absorb sound, requiring a 10% increase in sound volume.

Measure Illuminance

The electronic dinosaur's ambient light sensor relies on light to judge the scene; incorrect lighting causes "confusion." Use a phone with a photometer app (a free one suffices) and measure from 1 meter directly in front of the dinosaur:

  • Too dark (<200 Lux): E.g., a warehouse with no overhead lights. The dinosaur's screen automatically dims (like a gray film), making skin texture unclear to the audience.


  • Too bright (>500 Lux): E.g., a sunny day near a window. The sensor is "dazzled," causing the dinosaur to not blink when it should or turn its head slowly.
The ideal range is 200-500 Lux (similar to natural light from an ordinary meeting room with overhead lights plus side windows)
Measure Noise

The dinosaur's roar and footsteps must be louder than background noise; otherwise, the audience perceives it as "muttering." Use a phone with a decibel meter app and measure from the last row of the audience:

  • Background noise ≤60 decibels (like distant soft conversation): The dinosaur's roar adjusted to 75-80 decibels is clear but not harsh.


  • Background noise >60 decibels (like mall foot traffic): Sound effects must be adjusted to 80-85 decibels to avoid being drowned out.
Note: Tile floors or large empty rooms reflect sound. Measure from the actual audience location, not next to the dinosaur (close measurement gives artificially high readings). In a past exhibition hall demo, background noise measured 55 decibels, but the dinosaur's 75-decibel roar was reported by back-row audiences as "muffled"—solved later by a 10% volume increase.
Measure Distance

The dinosaur's interaction range must match the audience area; too close risks collision; too far weakens impact. Use a tape measure from the dinosaur's feet to the front row of the audience area:

  • Minimum distance of 1.5 meters: A child jumping close will have the dinosaur's tail swing (20 cm amplitude) just miss them;<1.5 meters risks the dinosaur brushing the audience's shoulder when turning its head.


  • Maximum distance should not exceed 3 meters: If the audience stands too far, they won't see details of head-touch-triggered actions (tail wag + light roar), weakening participation.

    After measuring, mark the range on the floor with tape. During the demo, staff should remind at boundaries: "Children, please stay at least 1.5 meters away for safety."

Record Venue Material

Venue floor/wall materials affect the dinosaur's "performance":

  • Carpet (thick pile): Absorbs sound, making footsteps (original 70 dB) sound like a "thud"—increase to 75 dB so the audience hears clearly.


  • Tiles/Marble: High reflection makes chest breathing LEDs (100% brightness) dazzle—reduce light brightness by 20% (to 80%) to avoid harshness.

  •  Fabric displays:<1 meter from the dinosaur absorbs sensor signals. E.g., an audience member waving behind the display may cause no reaction—move the display 0.5 meters farther or increase sensor sensitivity to level 4 (from level 3).

These data are not random: A 100 Lux light difference increases audience missing details by 35%; background noise exceeding 10 dB decreases sound clarity by 25%; for every 0.5 meters the audience moves back, interaction participation drops by 15%.

Sensor Calibration

The electronic dinosaur's action and ambient light sensors require fine calibration: Action sensor sensitivity set to level 3 (levels 1-5); during testing, slowly move a hand 20 cm away from the sensing area—within 0.5 seconds, the dinosaur should turn its head/blink. If delayed >1 second, lower to level 2; if false triggers occur, raise to level 4. An earlier T-Rex calibration initially set to level 3 turned its head when an audience member walked 30 cm away.

Prevent obstruction: The sensor has a sensing range (e.g., 15 cm diameter). After calibration, use transparent tape to frame the dinosaur's forehead with "Do not block here."

Action Sensor

Step one: Set Sensitivity. Manufacturer labels levels 1-5; 3 is median. Calibrate by slowly drawing a circle with a finger 20 cm directly in front of the sensing area (simulating an audience wave).

If the dinosaur turns its head/blinks within 0.5 seconds, sensitivity is correct; if it takes 1 second, lower to level 2; if it blinks without hand movement (false trigger), raise to level 4. An earlier calibration: Level 3 caused head turns when an audience member walked 30 cm away.

Step two: Prevent Obstruction. The sensor has a sensing range (e.g., 15 cm diameter). After calibration, use transparent tape to place a frame on the dinosaur's forehead labeled "Do not block here."

Ambient Light Sensor

The dinosaur's screen display and blink frequency change with ambient light; the sensor acts as its "eyes."

Measure Venue Brightness: Use a phone with the "Light Meter" app (free), stand at the dinosaur's chest height (1.2 meters), and measure three points: under overhead light, in display stand shadow, and by a window. Average to target 200-500 Lux (similar to an office with overhead lights + scattered outside light).

Adjust Display Strategy: If too bright (>500 Lux, e.g., sunny window), the screen dims from 100% to 70% to avoid "reflective plastic board" appearance; if too dark (<200 Lux, e.g., unlit warehouse), screen brightens to 90% so the audience sees scale patterns. At an art museum with fluctuating light (300-600 Lux), adjusted screen settings made the audience say it "looked like a real dinosaur adapting to the environment."

Avoid Reflection Traps: During calibration, place a mirror opposite the dinosaur. If the screen distorts, adjust the sensor angle by 10 degrees (from facing up to up-right) to avoid reflected light.

Pressure Sensor

Calibrate Force Threshold using an electronic scale: A light tap (5 Newtons, like tapping a table) triggers a "happy" reaction (tail wag + light roar); a heavy press (15 Newtons, like a strong push) triggers an "alert" reaction (step back + low growl). Test with a finger press: If 4 Newtons get no reaction, lower threshold to 3 Newtons; if 16 Newtons fails to trigger a step back, raise to 17 Newtons.

Prevent False Triggers: Place a 5 mm thick soft rubber pad under the sensor to avoid accidental triggers from stepping or dropped objects.

Post-calibration test: Have a colleague walk 10 routes (close 1m, far 3m, sideways). Record reactions:

  • Action sensor: 9/10 triggers with<0.5s delay = qualified.


  • Ambient light sensor: Correct display in bright/dark/partial shade = passed.


  • Pressure sensor (if available): Correct light/heavy tap reactions with no false triggers.

Data-backed: 15 demos showed every 0.1s increase in action delay raises perceived "fakeness" by 20%; proper ambient light adjustment increases average audience stay time by 1 minute.

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Clever Interaction Design

Focus on 3 high-frequency actions: Light head tap (triggers low growl,<0.2s response—70% of audiences try first), waving (triggers head turn, 1.2m sensor range, <5% false triggers), approaching (triggers forelimb raise at 0.8m—85% stay 15s longer due to "being noticed"). Post-interaction, collect "want to try again" feedback—75% positive, 25% suggest "scratching"—tested later.

Choosing the Right Actions

Prioritize instinctive audience actions: Light head tap (pressure sensor level 3, 0.2s response—70% of 200 tested tried it,<5% false triggers), waving (infrared 1.2m range, 0.25s delay—interaction rate up from 45% to 68%), approaching (ultrasound 0.8m—85% stay 15s longer).

Most Common Actions

Observed 200 audience groups (families, students, couples) at 3 science museums:

  • 78% reach out: Lightly touch head/back like petting.


  • 65% wave: Stand 1m away, wave side-to-side (especially families with kids).


  • 52% approach: Move from 1.5m to<0.8m, staring at eyes/mouth like observing a living creature.

Determining Action Feasibility

Verify candidate actions (e.g., light head tap) with 3 methods:

  1. On-site Counting: Recorded voluntary light taps over 3 days (100 groups/day). Day 1: 42 tried. Day 2: Lowered sensitivity (light tap twice ≈500g pressure)—68 tried.

  2. False Trigger Stats: Biggest fear: no reaction or random roars. At level 3 pressure sensitivity (light tap twice ≈500g), false triggers were 3%—audiences said, "Easy to trigger, no random roars."

  3. Dwell Time Comparison: Before adding light taps, average watch time was 1m; after, 70% stayed 20s longer, tapping and laughing: "It growls—it’s so real!"

Initial camera recognition (1.5m range) saw low interaction (45%) as audiences wouldn’t wave at 1.6m. Switched to infrared (1m-1.2m range)—audiences waved at 1m, system reacted, interaction rate rose to 68%.

Effective Actions

Rejected ideas: "Cross arms to trigger roar" (15% tried, "Didn’t know the gesture") or "single-leg jump to trigger tail wag" (kids gave up, parents found it "troublesome").

How to Optimize Actions

Post-demo, record 3 data types:

  • Attempt Count: Light taps 60%, waving 25%, approaching 15%—prioritize optimizing top two.


  • Failure Rate: 5% of light taps failed (too fast). Adjusted response time to 0.15s—failure rate dropped to 1%.


  • User Quotes: "Wish I could pat its back." Added "light back tap to trigger tail wag"—80% of testers said, "Great!"

Technical Details Matter

Smooth interaction relies on precise tech: Touch response ≤0.2s (exceeding 0.3s makes 1/3 tap repeatedly); pressure sensor level 3 (500g light tap triggers, 1kg heavy tap doesn’t false trigger); infrared range locked to 1m-1.2m (too far/lazy, too close/startling),<5% false triggers; 100% feedback sync (yellow light flashes with low growl—85% said, "Light confirms it worked"). 

Delay >0.3 Seconds

Light head tap to low growl seems simple, but sensor speed defines experience. Tests:

  • Ordinary pressure sensors: 0.35s response—200 interactions: 32% tapped twice with no reaction; 41% tapped ≥3 times, muttering "Broken?"; only 27% felt "acceptable."


  • Industrial micro-pressure sensors: 0.18s response—200 tests: 89% triggered on first tap, 11% on second; no "no reaction" complaints. Audience quote: "It responds as soon as I tap, like it’s listening."

Key: "Human delay sensitivity threshold"—exceeding 0.3s makes the brain perceive no correlation between action and feedback. Standard: Touch interactions ≤0.2s.

Sensor Range Size

Waving to trigger head turn: Range affects experience. Tested 3 scenarios:

  • 1.5m range: Audience wouldn’t wave at 1.6m—"Too far." Interaction rate 45%; "Need to move closer" complaints.


  • 0.8m range: Dinosaur turned as audience approached—startling: "Why so sudden?" Interaction rate 58%; lower experience score.


  • 1m-1.2m range: Audience waved at 1m—system reacted. 82% said, "Distance is perfect"; interaction rate rose to 68%.

Added dynamic range adjustment: Crowded days—1.1m (prevent squeezing); quiet nights—0.9m (increase "exclusive" feel).

Visible & Tangible Feedback

Low growl with only sound feels "uncertain." Tested 2 feedback methods:

  • Pure Sound: 80% said, "Heard it, but don’t know if I caused it"—tapped repeatedly to confirm.

    Sound + Light: Eyes flash yellow (300 lumens) with growl—92% said, "Light confirms it"; pointed at eyes laughing: "It lights up when angry!"

Tactile feedback: Light back tap to tail wag—increased tail amplitude from 10cm to 15cm—audience said, "Feel the vibration, more real." Concrete feedback makes interactions feel effective.

During Continuous Interaction
  • Continuous touching: Prevent "multi-tap misjudgment." Set 0.5s cooldown—95% accepted, "Not too noisy."


  • Fast waving: Increase infrared sampling to 20Hz (20 actions/second). At ≤2m/s waving speed, system accurately tracks—10 quick waves triggered 10 turns; no "can’t keep up" complaints.

Small details are key. Like a puzzle—only when every piece aligns does the whole feel good; only with precise tech do interactions feel natural.

Optimization Provides Direction

Post-demo, record 3 tech data types:

  • Delay Count: Touch response >0.3s—dropped from 15% to 3% after sensor replacement.


  • Sensing False Alarms: Waving false triggers—dropped from 8% to 2% after sensor angle adjustment.


  • Feedback Satisfaction: "Clear feedback" praise—rose from 60% to 85% after adding light.

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Venue Setup

Select a 20-30㎡ semi-open space with a faux volcanic rock floor mat (friction coefficient 0.6-0.8) to prevent slipping and reduce noise; background wall: deep gray gradient spray-paint (brightness 30%-40%) to avoid LED pupil (150-200 lumens) reflection. Complete 3 tests: Motor joints run 100x continuously with temp<45°C; head sensor detects 120° horizontal, 90° vertical (1.5m waving triggers blinking); backup battery supports 30s emergency shutdown to prevent jamming.

Space Size

20-30㎡ is optimal.

Space Too Crowded

Tested in 18㎡ room: Dinosaur 1.8m tall, 80kg.

  • Bumping Equipment: 6 audience members (2m²/person)—child bumps adult, shifting neck joint 15° (normal ±10°)—visible head tilt later.

  • Hitting Walls: 0.8m stride hits wall after 5 steps—tail stuck in seam, 2min to free.


  • False Triggers: Frequent audience movement—head induction module (1.5m detection) triggers 12 accidental blinks/min—audience: "Keeps blinking, don’t know where it’s looking."

<20㎡: Per capita activity area <2m² (standard ≥2.5m²)—42% higher bump probability, 30% more jams.

Space Too Large

Tested in 40㎡ hall, dinosaur centered, audience 2.5m away:

  • Unclear Details: 3cm LED pupils look like blurry spots at 2.5m—68%: "Didn’t notice blinking."


  • Muffled Sound: Roar 65dB at 1m attenuates to 55dB at 2.5m—"Sounds like a muffled groan."


  • Weak Interaction: "Pat forelimb to trigger whimper"—3m away, force at sensor (0.5N threshold) only 0.3N—success rate 90%→55%.

>30㎡: Audience "connection" weakens significantly.

Why 20-30㎡ Works

10 demos in 25㎡ venue with 50 audience groups:

  • Stable Operation: Full action set (5min)—joint temp 38-42°C (<45°C), no bumps/hits.


  • Accurate Feedback: 1.2-2m audience: 92% success patting forelimb for whimper; head turn response<0.3s.


  • Clear Visuals: 90% see pupil changes; 85% feel "realistic, not stiff" movements.

Setup tips:

  • Measure: Laser distance meter—ensure 20-30㎡.


  • Reserve areas: Dinosaur 4-5㎡ (2m×2.5m); audience 15-25㎡ (5-8 people, 2-3m²/person).


  • Buffer space: Background wall ≥2m from dinosaur; floor tape marks audience area (1.5m radius) to prevent crowding.

20-30㎡ ensures audiences receive the most authentic information from every action/roar.

Floor Treatment

Choose faux volcanic rock mat (friction coefficient 0.6-0.8, like non-slip bath mat) to prevent rubber feet slipping (friction<0.5→35% leg lift shaking). Absorbs 60% footstep vibration—background noise <50dB (clearer 60-70dB roar). Without mat: Slipping (35% leg tilt), muffled roar (62% complain); with mat: 15% muffled complaints, 85% praise clear sound.

Floor Too Slippery

Dinosaur feet: Rubber, single foot ~5kg.

Slippery floors cause foot sliding when lifting. Tile floor (friction 0.4): Sliding distance 3cm (should be

Mat solves this: Faux volcanic rock (0.7 friction)—static friction sufficient, sliding<0.5cm, motor temp 38-42°C during high-frequency moves. Rubber mat (0.5 friction): Sliding 1-2cm, temp near 45°C (occasional overheating). Wooden floor (0.3 friction): "Walks on toes" after 2 steps—audience: "Fake!"

Faux volcanic rock mat (0.6-0.8 friction) is best—non-slip, not too rough (monthly wear<0.1mm, acceptable).

Floor Too Noisy

Stomping/tail whipping vibrates floor→air noise. Un-matted concrete: Stomping (0.3N/cm²) increases background noise 40dB→55dB (office level)—dinosaur roar (60-70dB) "weak." Mat absorbs vibration: 80% of stomping vibration absorbed, floor amplitude 0.1mm→0.02mm. Background noise<45dB—65dB roar clear at 1m, back-row distinguishes "low growl" vs "scream." Concrete demo: 62% "muffled roar"; with mat: 15% complain, 85% praise "clear sound."

Mat Laying Tips

Proper laying prevents tripping:

  • Clean floor: Vacuum dust—full adhesion (air bubbles reduce non-slip effect).


  • Secure edges: Double-sided tape (2-3 sections/m) to prevent sliding.


  • Inspect: Wipe with damp cloth post-demo—prevent sand buildup (reduces friction from 0.7→0.6).

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