Share food! Share joy! I am designing a food-ordering app that tailors generated order to meet customer preference.
The app EatYou aims to integrate food and Internet technology in a new way, so that each foodie can understand their own unique features, care about the taste of friends around them, thus smoothly bring foodies back offline to dinners at the help of interesting web technology to reach the final goal: Share food. Share joy. Believing in the irreplaceable joy of face to face, the app takes the advantage of effective online information exchange and summary, in order to facilitate and generate delightful gatherings.
Trinity is an electronic music composition that I composed for my capstone project. The idea of this project initially comes from the number “three”. “Three”is a very crucial idea in the world of numerology. Besides, it has so many derivatives that have been commonly used in our daily life. The term “trinity” itself is derived from the number three, and it has a fundamental influence in the world of religions, especially the Catholic church. The term Trinity has long influenced the world and it has also appeared in some popular culture phenomenon regrading religious studies. For example, Trinity is a major female character in the Matrix franchise. Speaking of that franchise, it is seemingly to tell the story of the Bible in a brand-new way with characters that has biblical or theological references, such as Neo, Morpheus, etc. The term three is also very common in other forms of art, such as theatre, where three-act is a common form to write a play with. It also exists in the realm of other performance arts, such as magic/illusion, where the most ubiquitous way of performing a magic trick consists of three parts, i.e., firstly, revelation, which is the part you show something, secondly, vanishing, which is the part you let something disappear, and thirdly, the prestige, where the vanished object reappear in the most astonishing way. So, in response to these interesting phenomena, I composed three different compositions based on the same theme. I’m trying to put the limit of one theme and show the different moods that the variations of one theme can produce.
In 2019, China’s market for pet-related businesses generated a revenue of 190 billion yuan or 30 billion US dollars. At present, there is estimated to be 248 million pet dogs alone across the entire country. Chinese pet owners spend approximately 5000 yuan or 700 US dollars yearly on their pets. This presents a good opportunity for a pet-related business to establish itself. The project is an app that is centered around providing transport service that is centered around the convenience and safety of pets and pet owners. At present, ride-sharing apps like Didi do not have explicit policies about pets riding in their cars. Therefore, pet owners looking to travel with their pets are often faced with the inconvenience of having to communicate with the driver first which can be a complicated, anxiety-riddling, and stressful process. Some customers are flat out rejected, while some customers are asked to pay exorbitant fees to allow their pets to ride in the car. Some owners are concerned about the safety and comfort of their pets because they often have to adjust to the size of the car, instead of the other way around. This creates a unique opportunity to provide a transport service that will fill this potentially lucrative niche. The project, since it is similar to a ride-sharing app, will serve as an intermediary between drivers and customers. The goal is to ensure that both drivers and customers are happy with the price that is set for the service. Additionally, to add to the convenience of the customers, safety and comfort features for them and their pets will be provided in the form of pet car seats and pet safety belts. Some cars may also be fitted to have a bigger space for transport of large pets. Pet owners will not necessarily have to ride with their pets as the project is looking to partner with grooming and pet shops and veterinary services and hospitals to provide pet transport service for the convenience and safety of pets and their pet owners. Customers will be assured that their pets are safe because the service is ran by pet owners and is for pet owners.
Examining Forward Head Posture Prevalence Among University Students:
Introducing Kinect and Social Media Platform as Visualized and Interactive Solutions
Previous researchers have demonstrated the widespread phenomenon of forward head posture (FHP) problem among adults, teenagers, and children primarily caused by faulty posture associated with long hours of exposure to technological devices. With focused studies on university students, a result conducted in universities in Pakistan and Malaysia revealed that “67% of participants were identified with forward head posture while 58.5% were not aware of forward head posture (Ramalingam 791).” The high prevalence but low awareness revealed a need to address the FHP issue in college. The chief purpose of this project “FHP Identifier & Corrector” is to raise awareness and thus resolve the FHP problem among the target audience – university students with interactive approaches and marketing strategies.
Existing products such as posture training devices may only be advertised to the audience who have identified themselves with FHP along with other spine and hunchback problems. In such a market context, previous products could only reach the designated health-conscious consumers, while university students who are unaware of the FHP problem would remain uninformed of the prevalent circumstance of FHP. This project would fill the gap of unreached university students in the current market.
Two mediums are designed and created to achieve the project mission. A visualization installation placed on the university campus would identify students with the FHP problem. A schematic drawing conducted by Kinect would examine participants and, through calculation and algorithms, output the FHP extent (none, mild, severe) of the examinees. Moreover, A follow-up WeChat Mini Program would also be launched as an online tool to provide tutorials and reminders to testees identified with mild or severe FHP issues. It serves to correct the unhealthy FHP with proper exercises and help develop correct posture when using digital devices.
Building a memory palace with 3D-scanning technologies
This project is inspired by Fred Dretske’s theory on our ontological development and Derren Brown’s interpretation of the “memory palace”. Dretske argues that information is the core of the development of our “umwelt”, the consciousness of our “self” and the surroundings. He further defines “knowledge” and “perception” as the two main status of our acquired knowledge (Dretske). Derren Brown challenges the interpretation of the “memory palace” merely as a tool for the purpose of memorizing better. He sees the “memory palace” as a virtual space that helps with a more successful spiritual development (Brown).
Many scholars and artists have touched upon either the ontological discussion of the “self” or the various representations of a “memory palace”, but few of them have explored or discussed the privacy nature of these topics. Thus, this project attempts to challenge the long-believed privacy and self-centered nature of the ontological development and explore the possibility of building a “umwelt” shaped from both individual and collective experiences.
The project will be an interpersonal experience in which the audience can both annotating their own memory and experience in a digitalized virtual environment and actively interact with others’ annotations. The project turns physical public space into a digital environment by 3D-scanning the space and reconstructing the environment using photogrammetry. This reconstructed digital environment allows the audience to associate their own memories and experiences with different parts of the environment and annotate the related memories right on the spot. Besides annotating their own memories and experiences, they can also explore others' annotations in this digital environment, leave comments, learn other's experiences and memories, further extend their own memory palace, as well as use them as part of their own spiritual development.
An application that analyzes sneakers on the resale market.
Due to low stocks, it is hard for consumers to purchase limited-edition sneakers in the retail market. A large number of consumers would purchase limited-edition sneakers in the resale market. There are numerous sneaker resale platforms around the world. In China, the two most popular platforms are Poizon(Dewu) and Nice. Outside China, platforms like StockX and Goat have a huge user base. These platforms do not have sneakers in stock, instead, they play the role of middleman in the trading process.
Due to the rarity of sneakers, sneaker prices in the resale market are usually higher than their retail prices and are fluctuant, which is similar to the stock market. Sneaker resale platforms outside China provide customers with historical data about sneakers such as price trends and trading volume. However, Chinese resale platforms do not want to be involved sneakers with investment, so customers cannot have an overview of the price trend of a sneaker, which is an important reference of their purchase decision.
This project analyzes data of sneakers in resale platforms and provides detailed statistics to help consumers make good decisions. Provided with data like history price trends, consumers can purchase sneakers when their prices are comparatively low. Also, data can indicate the popularity of sneakers and predict their prospect. Moreover, based on the record of the transaction, the application can analyze the possibility of illusory popularity. There are sneaker dealers who massively purchase sneakers and create an illusion that a sneaker is extremely popular. When the price increases, they sell these sneakers at a higher price to earn money. The characteristic of such activity is that the trading volume of a sneaker rises sharply and usually a single buyer purchase a large number of pairs. This is a warning signal for regular consumers because the price will fall sharply after dealers clear their inventory. However, all these features are not provided by resale platforms in China and some of them also cannot be found in platforms outside China. This project's ultimate goal is to help people purchase their dreaming sneakers at a reasonable price.
Yet another dimension of interaction you may enjoy while streaming.
Nowadays, the interaction in live streaming is limited to verbal comments either on top of the content or at the side. However, streaming as entertainment, its content should be a joint effort of both the streamer and the audience. This project aims to find a new medium that could primarily extend the interaction dimension while streaming and watching streaming content. Therefore, Augmented Reality (AR) will be the ideal medium for streamers and audience in this project.
In detail, this project will add three interactions:
1) Tap & Text. It is like traditional verbal comments, but users(audience & streamers) can leave comments on any physical location. In this way, the comments should have a stronger connection to the surroundings/context.
2) Tap & Place. It is like the Tap & Text, but it places 3D models. Later, I want to make those models interactable to users by just getting the user's figure gestures from the camera.
3) Tap & Play. Instead of placing models and texts, this interaction will place multimedia(Video, Gif, and even other Streaming Content) to the physical location. The above two forms of interaction aim to connect the streamer and audience by offering a mutual interactable item ob both sides.
The whole idea of this project is to bring more dimensions to the live streaming interaction system and allow more audience to engage in the streaming content. As T.L Taylor comments on live-streaming by saying, “It is a form that plays with the boundary lines between audience and producer.” I hope this project could show the futuristic view of what audience-oriented live streaming could be.
An app or a solution that uses AR technology to manage user conversations while doing live streaming.
Surrounds is an app or a solution that manages chats and conversations while doing live streaming. It adopts AR technology to categorize user comments and binds them to specific items in the streaming to make conversations organized.
Currently, there exist several ways of interaction during live streaming — Virtual Gifts, Comments Systems, or Danmaku Systems. However, all information or chats are totally wrapped up and mixed together. They are vaguely bound only to the streaming itself, rather than the specific topics inside. Survey shows that most users find it annoying when over 25% of the screen is covered by danmaku (a set of scrolling texts floating on the screen), especially when the texts are little related to the topic. So, when the streaming is covering large scale of topics or presenting complicated ideas or scenes, chats are completely garbled and hard to locate.
So, I designed Surrounds, which uses Google ARCore to detect and track objects in the streaming in order to categorize the ungrouped messages into various chatting groups. By using Firebase Realtime Database, the messages can be synchronized along with the streaming data and kept permanent. When the user opens a live streaming session, the application will automatically find objects on the screen and attach a clickable indicator on them. By clicking the indicator, the user will join a public group where all the messages here are specifically related to the object. This design allows users to receive only the intended information they are interested in, and hence reduce the spam of information.
Although the system is not perfectly designed and lots of other issues need to be concerned, it sophistically provides users a structured and clearer view of information during live streaming. It makes the users target the topic they are favor of and hence helps the users refine their inspiration on streaming.