Future Dining

Kexin Lin

Future Dining is an AR project represents the future dining after all foods went extinct.



The concept behind the project is to reveal a pathetic truth that human beings are ruining the environment, but people are also too good at adaptation to realize that what they’ve done was sometimes irretrievable. The project will represent a very delightful but common future dining scene as an ironic way to exaggerate the unconsciousness of human being regarding environmental issues.


Video Sculpture

Crater Creater

Chenyu Sun, Carol Chen, Kexin Lin

Crater Creator is an interactive game designed for the American Museum of Natural History's Space Fest to educate people about moon craters in a fun way.



Players can access the game by going to www.mooncrater.space, follow the instructions on the screen to create an impactor (comet or asteroid) and shoot it to the Moon on the big screen. The installation was intended for Space Fest, a celebration of the 70th anniversary of moon landing. Multiple players can stand in front of the screen that shows a simulation of a moon-like object in space, and go to the url on their own mobile devices to shoot asteroids at the moon. After shooting, they will see information about the craters they created on their own devices.


Box of Fear

Kexin Lin, Marco Wylie, Rachel Lim, Tianyi Xie, Zhe Wang

A box that educates fear is NOT where you think it is.



Our project is a box that utilizes Joseph E. Ledoux’s research to communicate that the subjective and objective states of fear are generated by two systems within our brain: one is responsible for physiological responses triggered by the amygdala, while the other elicits the “feeling” of fear and is related to areas of the brain that generate cognitive processes. This finding argues against the prior assumption that fear was generated by one system in the amygdala.

Our box will simultaneously educate about and elicit fear from users through display text on acrylic panels, a diagram of the brain formed by el wire, and tactical/sensory components within the box. When the user approaches it, they will be exposed to introductory text and audio about the research described above. They will then be encouraged to stick their hand inside a hole in the box, which will trap their hand and force them to interact with the internal mechanisms. The interior has three components on each side of the box: a rotating object akin to a drill, a vibrating motor, and a variety of soft/slimy materials. Each one will light up related content on the panels that delves into detail about each system in the “two systems” framework.

If the user wishes to leave or has completed perusing the contents they can press a button located on the top of the box to release their hand. Afterwards, they will receive a sticker and conclusive information about the research at the end of the experience.


Playful Communication of Serious Research