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Fiction Design
Medium 3D animation\ Imagine\VR
Software: UnrealEnigine\Cinema 4D\Houdini\FinalCutPro
In this project, we liken many of the digital issues in modern society to the effects of "Gu". For example, cyberbullying, fake news, data theft, and privacy infringement can be seen as malicious forms of "Gu" that manipulate and harm individuals in the digital world. Similarly, misin formation, digital addiction, and data overload can also be seen as the influence of "Gu".
In the design, create a worldview that includes the existence of the Dispelling "Gu" School. I construct a ceremonial setting for the school and film a short movie to reveal the underlying "truth". hope to use digital art to depict a virtual world and metaphorically represent the current state of affairs.
Video Link:
What is “Gu”?
The original meaning of " 蛊 " is a form of witchcraft practiced in Yunnan, China. This power can be used to manipulate and influence others, but it can also be abused and misused. In this context, it is understood as a power that manipulates and influences people in the digital world.








Information overload




Our daily time is mercilessly squeezed out of us by the waterfall of short videos.
We are in a state of being bombarded with information about all kinds of software.






of judgment
In today's era, false information is rampant, especially with various AI generation technologies that make images, sounds, and even videos untrustworthy. Various platforms spread false information driven by their own interests, deceiving the people and profiting from it.





The widespread adoption of digital technology has brought convenience to our lives. However, it has also led to issues such as loss of judgment, information overload, and digital addiction. In a way, these problems can be seen as the dark side of digital technology, like a bewitching creature that has been unleashed. We are already deeply immersed in the digital realm without even realizing it.
Because of the more sinister environment humans will evolve to a higher level is to become silicon-based creatures with uploaded consciousness.
History has taught us that brutal and oppressive regimes cannot effectively suppress the people; they will be engulfed in the vast sea of a people's war. However, by spreading gospel and establishing religious beliefs to alter the collective consciousness of people and achieve consensus, it becomes easy to manipulate human behavior and achieve the darker and more sinister goals of certain individuals.
The
details of Digital Gu-realm Stage 1 Spreading the gospel
The religious awareness is promoted so that it can be revered and worshipped by the believers. In this way, religious rituals are used to change people's behavior.
People may have believed in different faiths prior to this, or they may have been atheists. Most importantly, there was government intervention and resistance from civil society.
Exercise interrupts the circulation of the sympathetic nervous system and mental toughness is promoted.
The deep squatting action produces a high production of adrenaline and testosterone which will energize the body.
Certain movements can stimulate the vagus nerve, and when the vagus nerve is excited, it has an effect on the mind.


The birth of the "Dispel Gu- sect.

Cranial Nerves Biological Hormone Reversal?
Software:
Through research and extrapolation using the Future Triangle, we envision a highly digitized world where collective consciousness uploading becomes a reality. However, people discover that the uploaded world is still fraught with challenges such as information overload, decision-making errors, and mental exhaustion. We metaphorically refer to these challenges as "Hexes." Further research suggests that certain physical actions can effectively influence both the physical and mental aspects, and we design these actions to enhance our threshold for resisting the Gu-things.




The ritual of dispelling "Gu".

Those who cannot withstand the ritual will turn to sand and disappear.



The birth of the " 蛊王" (Gu-King).
The Gu-King is born through trials and can become completely immune to the effects of "蛊"(Gu)


Therefore, I want to create a worldview like the "Cleansing Hex Cult," build a ritual and its setting, and produce a short film to reveal the underlying "truth."
Religious symbol
Stage One is the announcement of the birth of the Exorcism Sect, proclaiming a method to resist the curse of digital hex-objects and offering the gospel of enabling smooth consciousness uploading for individuals. In the scene, the high priests are spreading the gospel, and people cheerfully accept and join as followers of the Gu-sect.

Work Sreenshot

The contest for the Gu King







By engaging in physical activities and continuously exercising, we can regulate our mental state, improve our threshold, and achieve true "immunity" in the real sense.

The second act is set in the main arena of "Qing Gu" (Clear Hex), with a massive cube resisting visual pollution. The walls project Qing Gu symbols and incantations, while the followers perform synchronized Qing Gu movements in unison. Those who cannot resist the influence of digital hexes will undergo sandification, and ultimately, only one person will emerge as the Gu King.




In the ritual, if people fail to pass the test of the hex on their mental state, they will undergo a process of "sandification."
Stage Three - Internalizing the process of the birth of the Gu- King.
The Gu Kings undergo purification (the beginning of a conspiracy).

Stage Four: The Conspiracy Unveiled
In this scene, it is revealed that each Gu-King is merely a specimen kept in a cultivation bag, mercilessly harvested for antibodies. These antibodies are then used to nourish a gigantic cultivation tank, where numerous cultivation bags are connected to the massive Hex King. The purification process continues relentlessly, extracting purified antibodies. However, these antibodies are not distributed back to the general public but are unidirectionally shared with the privileged few of the upper class.

Incorporating each purifying action into the path of the Gu- King's transformation.





In this final scene, the true nature of the "Cleansing Hex Cult" is revealed. It is nothing more than a disguise, presenting itself as a savior of humanity.



The short film showcases the existence of the Exorcism Cult, presenting scenes of exorcism rituals. Through the depiction of the ritual process and visual expression, it guides the audience into a surreal virtual world.












Further develop the lore and use it as a foundation for filming a movie, exploring the intricate relationships and contradictions between the upper-class individuals who have received antibodies and the religious aspects that precede them.
Enhance the settings of the game engine to create a sensory gaming experience.
Merge spatial installations, biological experiments, and interactive gameplay to invite audiences into a virtual space within an exhibition hall. They will assume roles and evolve together.
Delve into contemplation:
This world can be seen as a series of vast realms, each containing numerous enchantments. Apart from digital enchantments, there are also environmental enchantments. Who is manipulating these enchantments behind the scenes? What secrets and hidden conspiracies lie in the shadows, concealed from the knowledge of others?


and



As a migraine patient, was deeply disturbed by it and experienced the various inconveniences and pains caused by migraines.










What prompts the affliction of migraines amongst individuals? What are people's views on migraines? What manifestations accompany the ailment of migraines?







Studies have shown that 60 per cent of migraine sufferers run in families, so it is important for people with a family history of migraine to keep a close eye on their condition and treat migraines when they occur.
Biochemical mechanisms of migraine: imbalance of neurotransmitters, vasodilatation, and inflammatory response. Some people are more susceptible to migraine.

Oh, migraine? think that's just an excuse that people use to hide their “LAZINESS”and “LACK”of willingness to work. Well, know several people who claim they have migraines. However, I always felt that they were exaggerating the symptoms and often used migraines as an excuse.
The suffering of migrainesi

know very little about migraines, but as far as I know, they cause frequent headache attacks. Actually, I don't know if anyone around me has migraines. think it's a relatively low-discussed topic, and people rarely take the initiative to talk about their health issues.
Ritual of the Rating Exam: The Rating Exam is a mystical ritual that only those who have already completed the exam are eligible to enter. During the ritual, candidates are required to perform a series of Cranial Demon Dances and demonstrate to the examiner their ability to control the power of the headache. If the candidate passes the exam, they will be awarded the title of Headache Controller of a certain rank and given the opportunity to further explore the power of headache.

*Corresponding to different parts of the brain

Dietary habits, quality of sleep, exercise and hobbies such as heavy alcohol consumption, prolonged consumption of caffeinated beverages, nitrite-containing meats and preserved foods may trigger migraines.
Such as climate change, light stimulation, fatigue, stress, noise, exposure to the sun, wind, cold, etc.


*Other factors that may trigger a migraine attack, such as food, medications, etc.
This led to the idea of transforming the migraine experience into an interactive form so that others could better understand and experience the distress of migraine sufferers.









The production of cranial space process

Silver Fringe

imagine a migraine as a siren named "SKULL KRAKEN" dressed in a bamboo hat with silver jewellery that jingles as she walks, and a tassel on the front edge of the hat that hangs down to the ground just enough to cover the front of her face, with the corner of her jaw visible at the side.

- Role: The Laser Light can project laser beams to create an environment that the player needs to be aware of and avoid at all times. These laser beams can be seen as difficult elements in the level that the player needs to skilfully traverse and dodge to avoid being caught or harmed.

- Role: The Smokescreen Generator can play the role of Brain Fog, simulating the player's limited vision in certain areas.
- Role: The Smoke Screen Generator can generate a thick cloud of smoke and place it in a specific game area to create an effect of a restricted field of vision. This will make it more challenging for the player to explore and solve puzzles, requiring them to rely on other clues and senses to solve the problem.
The SKULL KRAKEN wears tassels, which creates a mysterious, ambient atmosphere and also makes it easier to associate it with a headache. If the Cranium Siren moves around in the display, the tassels will sway with it, a dynamic effect that also attracts the viewer's attention.







#include <SPI.h> #include <nRF24L01.h> #include <RF24.h> RF24 radio(7, 8); // CE, CSN const byte address[6] "00001"; struct Data_Package float sound = 0.0; float sunAverage 0.0; float suns[4] {0.0, 0.0, 0.0, 0.0}; };


Data_Package data; void setup() radio.begin(); radio.openWritingPipe(address); radio.setPALevel(RF24_PA_MIN); radio.stopListening(); Serial.begin(9600);} int count = 4; // 光 敏的个数 void

for (int
+ count; i++) sum
analogRead(i); data.suns[i 14] = analogRead(i);; data.sunAverage sum count; Serial.println(data.sound); radio.write(&data, sizeof(Data_Package)); delay(1000);}

The realm of the skull is the environment setting for the game. It is a virtual environment created with a depth camera and TouchDesigner software. In this environment, the player is required to mimic the on-screen dance of the Cranium Demon while avoiding excessive sound and light. This environment gives the player feedback on their performance and completion by recording their movements in real time and the intensity of sound and light in the environment.

The higher the decibels, the fuller the lines.



The value of the screen represents the progress of the intrusion, and when the value on the screen reaches 100%, it will represent the success of the intrusion. The linear sphere below represents the state of the brain affected by light and sound.



{0.0, 0.0,
0.0};}; Data_Package data;void setup() {Serial.begin(9600);radio.begin() radio.openReadingPipe(0, address);radio.setPALevel(RF24_PA_MIN);radio.startListening();pinMode(4, OUTPUT);}void loop() {if (radio.available()) radio.read(&data,sizeof(Data_Package));Serial.println(data.sound); Serial.println(data.sunAverage); int arraLen = sizeof(data.suns) sizeof(data.suns[0]); or (int 0; arraLen; i++) {Serial.println(data.suns[i]);}




experience the
This design allows the

to not only provide an entertaining experience, but also allows the player to better understand and experience what it is like to suffer from migraine.
*If there is too much light or too much sound, which mimics the environmental factors.










pixels, accentuates Thresa's face. The lighting is consistent and harmoniously balanced, augmenting the cinematic ambiance.
History of the Skull Kreken Rating Exam : Skull Kreken Rating Exam was created by a mysterious ancient Skull Kreken dancer. Legend has it that this dancer was able to control the power of the headache, and through the dance of the Cranial Siren, he was able to allow himself to enter into the depths of the headache and draw power from it. Later, this test gradually spread around the world and became a mysterious and revered ritual. In the ritual, headache is not only a painful experience, but also a phenomenon with profound connotations. The headache reflects the balance between physical and mental states, and also involves the mental health of the individual. Experiencers can play with the nature of headaches and learn how to master the power of headaches through the Dance of the Cranial Demon.


Q1 :Is the visual feedback on the screen too monotonous or not clear enough?
A1 :Consider adding haptic feedback to the device, such as vibration or haptic feedback controllers, to enhance the player's immersive experience. This will make players feel more engaged and help them better understand and respond to challenges in the game.
Q2 :Can more colors be added besides black and white?
A2 :Consider introducing a unique artistic style and aesthetics to make it visually more appealing and distinctive. You can experiment with different graphic styles, coloring techniques, or special effects to achieve artistic innovation and breakthroughs.

Translate the experience of migraines into an interactive form, allowing others to immerse themselves in the challenges faced by migraine sufferers.
This virtual scene design not only provides a new perspective and approach to understanding migraines but also aims to raise more awareness and understanding of migraines among people.
Additionally, through this project, we hope to explore the relationship between individuals and illnesses.
Wearable Devices
(Arduino, Pneumatic Robots)
Artistic Performance
(Short Film Production, FPC Editing)
Introduction:
Presenting this state of being controlled and physically ill through innovative art wearables. Using the principles of pneu matic robotics, we have combined silicone and an air pump to design a pneumatic device that mimics the tentacles of a plant vine. When the pneumatic device is inflated, the wearer will be able to experi ence a slowing of movement and a feeling of being bound, as if firmly held by the plant. At the same time, the process of inflating the pneumatic device also simu lates the symptoms of joint pain and lumbar disc herniation.

"In Sapiens: A Brief History of Humankind, it is written that 'It was not humans who tamed plants, but plants who tamed humans. This instigates a desire to understand the love-hate relationship between plants and humans in the evolutionary history following the first agricultural revolution."

This book using popular language and fresh perspectives, the happiness of the individual is examined in the process of human development, and the most critical and interesting part of history is no longer missed.




This is a blood trap

Harari, author of "A Brief History of Humankind," considers the Agricultural Revolution as the most significant fraud in history. Humans' transition from hunting-gathering to farming didn't increase happiness but only led to more laborious work. The only victories were population growth, system perfection, and improved impact on nature. "Puppet masters" like corn have become the species with the broadest cultivation area, making it one of the most significant species on the planet.
PLANT PERSPECTIVE: Plants Leverage Human Intervention for Leapfrog Development.
HUMAN ASPECT : Plants are loved by humans despite being
The agricultural revolution is the biggest scam in history, and the instigator is not humans themselves but a minimal number of "domesticated" species such as corn. As humans moved from the gathering and hunting era to the farming era, individual happiness did not increase but became more laborious.




Go further, impact deeper.
























Therefore, a scam called the "Agricultural Revolution" was concocted. To better reflect this scam, an artistic wearable device was designed and a short film was shot to show how humans are controlled by plants in the agricultural revolution, and the impact of physical labor on the human body.

Send signals to the development board according to each stage.





Spread

#include <SPI.h>

#include <nRF24L01.h>
#include <RF24.h>
RF24 radio(7, 8); // CE, CSN const byte address[6] = "00001";
struct Data_Package { float yVal = 0.0; };
Data_Package data; // 气阀开关 int qiFa = A3; int jiDianqi = 5;
Discovered by humans
Started trying to cultivate

Humans
Spreading to further places the beginning of agriculture
void setup() pinMode(qiFa, OUTPUT); pinMode(jiDianqi, OUTPUT); Serial.begin(9600); radio.begin(); radio.openReadingPipe(0, address); radio.setPALevel(RF24_PA_MIN); radio.startListening(); pinMode(4, OUTPUT); void loop() if (radio.available()) String = ""; radio.read(&data, sizeof(Data_Package)); // Serial.println(data.sound); // Serial.println(data.sunAverage); // digitalWrite(qiFa, 1); (data.yVal > 200) // 充气 digitalWrite(jiDianqi, 1); // 导通 analogWrite(qiFa, 0); else if (data.yVal < -200) // 停止充气 digitalWrite(jiDianqi, 0); // 导通 analogWrite(qiFa, 1023);
Serial.println(data.yVal);

Distance Connecting





















radio.startListening();
pinMode(4, OUTPUT); } void loop() { if (radio.available()) { String = ""; radio.read(&data, sizeof(Data_Package)); // Serial.println(data.sound); // Serial.println(data.sunAverage); // digitalWrite(qiFa, 1); if (data.yVal > 200) // 充气 digitalWrite(jiDianqi, 1); // 导通 analogWrite(qiFa, 0); } else if (data.yVal < -200) // 停止充气 digitalWrite(jiDianqi, 0); // 导通 analogWrite(qiFa, 1023); } Serial.println(data.yVal); }

Amplifiers Principle
In a fluidic amplifier, a fluid supply, which may be air, water, or hydraulic fluid, enters at the bottom. Pressure applied to the control ports C1 or C2 deflects the stream, so that it exits via either port O1 or O2.
The Process of Activation





Pneumatic Mesh Mold
The main body and base are cast separately and glued together to build this actuator. The bottom of the actuator is a simple rectangular plate. The more complex main body is released in the two-part mould shown here.


Pneunets Actuators
Main Body
Elvastomer Layer A
Paper Layer
Elastomer Layer B
Simulate Running Bend Here
By modifying the geometry of the embedded chambers and the material properties of their walls. When a PneuNets actuator is pressurized, expansion occurs in the most compliant (least stiff) regions.
Physical Operation
Utilizing the principles of pneumatic robotics, a pneumatic device that mimics the tentacles of a plant vine has been designed. When the pneumatic device is inflated, the wearer will be able to experience the sensation of being bound, as if firmly gripped by the plant.


Short film was shot to show how humans are controlled by plants in the agricultural revolution, and the impact of physical labor on the human body.






In order to better carry out this deception:
1. Establish a credible background story:
Refer to real historical events and research findings, such as the agricultural practices of ancient civilizations and the rise of agrarian societies. With these real historical backgrounds, a story can be woven, claiming that there were hidden conspiracies and manipulated factors during the agricultural revolution.
2. Create false evidence or events:
Create fake scientific research results, historical documents, or eyewitness testimonies, claiming that these evidences prove that the agricultural revolution was a deception manipulated by plants. For example, write a fictitious scientific paper claiming that crops like corn have the ability to control human behavior, or fabricate some false agricultural disaster events, claiming that these events are the result of human manipulation.
In a fictional cultivated micro-landscape, small fish roam aimlessly in the water. To simulate the future where humans live in an aquatic world, a cyclic and adaptive ecosystem has been developed. This cross-media theater, centered around a microbial biosystem, integrates spatial arrangements and biological experiments.

Combining biology, structural design, and architecture, the installation design incorporates a scattered biotechnological theater that reshapes the experience using digital technology. Ultimately, the audience is invited to enter the "Multiplication Chamber," where an adaptive symbiotic environment is created.



Journey to the microcosmos》
In this documentary, Mr. Kemp fea tures his mastery under the microscope and his love of diatoms, as well as his unique insight into this art form.







This short film about diatoms and microscopist Klaus Kemp can inspire some thoughts in me. Among them, the future of humanity in the face of climate change and rising sea levels.
As global temperatures continue to rise, glaciers and ice caps are melting, resulting in rising sea levels. This may force humans to live underwater, so have started researching some microorganisms in water, such as diatoms.
Diatoms provide one out of every four breaths we take.
When the sea level rises our world will be.




Diatoms make up more than 60 per cent of the plankton population. By joining the Earth now without diatoms, the planet will run out of oxygen in less than three years. Diatom abundance and distribution are critical to the health of water bodies Under ocean eutrophication, diatom biomass can increase dramatically, causing red tides and serious damage to marine ecosystems
Under the function
By means of this function it is possible to calculate the probability of the risk that the density of algal cells exceeds a given threshold, respectively.
Based on our previous research, we recognised that in the future we may need to live in water and began to investigate the elements of future life. Therefore, we decided to create an aquaponic microenvironment to simulate human life in the future water world. To achieve this goal, we plan to use diatoms as autocatalysts to regulate the microenvironment of the water.



A Pareto-type suprathreshold distribution function for diatom cell density was established from actual monitoring data.
By introducing diatoms into the microenvironment, we expect to be able to mimic the purification process of the water body, thus providing clear and transparent water. As a natural biological regulator, diatoms can help regulate the nutrient and oxygen levels in the water and maintain the ecological balance of the water body. This will provide a habitable environment for the water world of the future.



The design of diatom installations was carried out using computer-aided design software. The design was adapted to the morphology and structure of the diatoms.






The location, size, and density of the creation are modelled according to the supravalvular distribution function. Analogue Arrangement Arithmetic
Using TouchDesigner to simulate the entry of different data-generating models into the water column

Collecting information and samples from a sufficient number of diatoms and observing and screening themi ed into a microenvironment for biological observation

5 The model with the most suitable parameters is derived from the functional equation, 3d printed, and the printed model is construct-


















design details
Form Forming Process




















Part 1 Analogue Reproduction of Operational Parts



Simulation of the state of particles dispersing and clustering into shape in TouchDesigner. Water from turbidity to clarity when diatoms first enter the environment







Part 2 Biological observation component




By analyzing actual monitoring data, a Pareto-type distribution function for diatom cell density above a given threshold has been established. This function allows for the calculation of the probability of exceeding the threshold for algal cell density. Based on the functional form, the most suitable parameters for the model are determined, and a 3D printing process is used to create a model. This printed model is then used to construct a microenvironment for biological observation.











Short films simulating underwater living environments in diatom variability
Interactive Device Design Graphic

In the information society, we face challenges of self-cognition. Are we merely aggregates of information, or independent individuals with free will? This project attempts to explore this question through the creation of interactive installations.


This project aims to explore the interwoven relationship between colour and music and present this unique connection expression through a device. By combining colour with musical notes, we break the boundaries of traditional art forms and create a unique sensory experience.


The local handicraft techniques were studied to understand the process and collect accurate data. The local folk customs were also explored.
Decorative patterns characteristic of the She ethnic group were collected and analyzed.



Therefore, we created an interactive installation, first utilizing graphic design to rejuvenate traditional patterns, then using traditional crafting techniques to reproduce brocade. To facilitate better integration, we employed Touchdesigner technology and DroidCam virtual camera technology to tightly intertwine the past with the present, the self with the ego, information with color, transforming ancient ethnic patterns into modern musical expressions, thereby exploring the revitalization and reinterpretation of traditional elements in a modern context.

The most representative and recognizable patterns from traditional textile technology are extracted and exaggerated, and then redrawn into 12 different designs for clothing. By transmitting the mobile phone camera's image to TouchDesigner, and then
Utilizing Open Broadcaster Software technology, DroidCam turns the phone into a virtual camera for the computer.





the mobile phone notification
on color recognition on the









The short film, using an art installation as a medium, showcases how traditional ethnic patterns are transformed into modern music through technology, revealing the fusion of visual and auditory senses, as well as the integration of art and technology. It leads the audience to explore new ways of connecting themselves with the world in the information society.












Q1 :What aspects of the project need improvement?
A1 :The project could improve in better explaining and conveying its artistic concept, enabling more audiences to understand and accept this new form of artistic expression. At the same time, optimization could also be made in technical application to provide a better audio-visual experience.
Q2 :What difficulties did the project encounter during implementation?
A2 :During implementation, a major challenge was how to successfully transform traditional ethnic patterns into modern musical rhythms. Moreover, how to make the audience understand and accept this new form of artistic expression was also a difficulty to overcome.
Re-examining the relationship between self and the world, contemplating how to find oneself in the ocean of information, and how to use information to shape oneself. realized that we can create valuable information through our own actions and words, influence the world, and also shape ourselves. We can not only be shaped by information but also shape the world by creating and disseminating information.
This project prompted me to deeply think about the relationship between information, self, and the world. realized that in this information society, we are both consumers and producers of information. We can be shaped by information, and we can also shape the world through information. This is a profound realization and also a challenge, requiring us to find ourselves and our direction in the ocean of information.