Remodeling the Mundane

Building a memory palace with 3D-scanning technologies

Zehua Wang

https://youtu.be/XfIIaKWmHZI

Description

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.

IMA/IMB Shanghai
INTM-SHU.401.3
Capstone Studio (Shanghai)
VR\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\AR,Narrative/Storytelling

The Final Blessing

From the first words one may speak as an infant, to the last statement one may make on the execution bed, a timeless space in-between is created, questioning what “the final blessing” entails.

s

https://vimeo.com/418781754

Description

Texas is the state with the most executions in the US, with 569 in total up to date. These last statements from the executed offenders are controversially public information, but the dataset is pretty well-known and widely used. Bearing in mind the debate between justice and humanity, my project’s concept largely has to come to the evaluation of what is to be included versus what to be excluded. It’s also a dynamic between the collective “offenders” and each offender’s individuality. I decided to focus on the statements without the stereotypes of a person’s race, gender, etc. The other dataset from Stanford, A wordbank of children’s first words, came across immediately as an introspection of the thinking process. First words in life to last words in life. By cross-matching and visualizing the two datasets, the project creates a space for ponders of a person’s lifetime journey. We all become the witnesses of this final blessing as a symbolic act of rebirth, for the offenders or the victims. The project utilizes the features of different “time indicators” from the last words dataset: time of offense, time received sentence, etc. to visualize the seemingly definable extents of what happened and the timeless personal and social collective influences.

Is an act forgiven once the final sentence is executed? Is this a blessing for the offenders or the victims? Or perhaps, for us who are indirectly related to this social process? This website creates a space of imagination, contemplation, and introspection, from one's birth to death.

IMA/IMB Shanghai
INTM-SHU.204.1
Critical Data & Visualization
Narrative/Storytelling,Social Good/Activism

On the Way Back

On the way back is a storytelling based installation based on true history to explore the isolation and essential loneliness of human.

Wenhan Dou

https://vimeo.com/417101570

Description

The project is based on and adapted from historical events in 1992. A Soviet astronaut was on his mission in space when Soviet Union collapsed so that he was trapped in space longer than he expected, unsure about when to go back. The project sets up the scene in an office desk of a rocket launch center, the staff working on this desk is receiving messages from that astronaut in the space station. The supporting documents and newspapers on the office desk, together with the message from the universe will bring the audience back to 1992 and have an immersive experience.

IMA/IMB Shanghai
INTM-SHU.401.1
Capstone Studio (Shanghai)
Narrative/Storytelling

Alice In Wonderland

An interactive story of Alice in Wonderland that brings your naïveté and curiosity back.

Hanyu Zhao

https://www.youtube.com/watch?v=MtXzNgcTHJ0&feature=youtu.be

Description

The project I picked is adapted from the famous novel Alice In Wonderland by Lewis Carroll. Although it’s a novel repeatedly recomposed by many writers or movie makers, I want to use the web browser to create an interactive experience for others to take part in Alice’s choices and really get to know how simple, erudite, and full of imagination Alice is. I believe Alice In Wonderland is not just a fairytale or merely a book for children. Russell once quotes it many times to illustrate profound philosophical questions. Though being adults, we shouldn’t lose our initial curiosity about the world. This is what I try to convey by incorporating users’ choices in Alice’s own story. Therefore, I’m going to create various options for different scenarios, most of which unexpected or need users to jump out of the box to get the correct answer. The two central themes that I want to convey through creating a fairy-tale-like atmosphere is: dream and reality have no black-and-white boundary; never forget where we started and always remember to be curious and innocent.

IMA/IMB Shanghai
INTM-SHU.120.2
Communications Lab
Narrative/Storytelling,Play/Games

A Charming Girl

“Hear” a room, and get close to a girl!

Tianyu Zhang

https://s3.ap-east-1.amazonaws.com/ima.nyu.edu/commlab/ian/tianyu-zhang/index.html

Description

For this project, I created a soundscape that described the life of a blind girl to the audience. I drew three maps of the rooms in her house by myself. The three maps showed to the audience is actually three buttons. Therefore, the audience can choose which space they would like to explore first on their own. After the audience clicks the button and goes into that specific space, they will be shown a bigger map so that they will feel like they are really in that room. And in each room, I inserted at least 3 sound clips on different objects for the audience to trigger by themselves. In the following, I would like to explain the sound that I inserted, my central idea, and the future development that I can have based on the suggestions given by my classmates and professors.

IMA/IMB Shanghai
INTM-SHU.120.3
Communications Lab
Sound,Narrative/Storytelling

Lost for One Hour

A interactive documentary on the web page telling the story of this boy being dumped and what happened in one hour.

Tang Sheng

https://s3.ap-east-1.amazonaws.com/ima.nyu.edu/commlab/moon/kyrie-sheng/index.html

Description

This project tells a story about a boy who is dumped by his girlfriend, thus feeling lost and wondering in the city of Suzhou for one hour. The story is basically linear and chronological. Five video clips are included. One of them is an introduction, and the rest of them each tells the viewers what happened at a certain time point in that one hour. The main user interaction included in the project is hovering. The user will hover a clock for a certain length of time and jump to the next section when the clock turns black and white completely, representing the time flying away. The play is written by myself based on my own experience. I directed the video clips by myself and had my best friend Yiyang Shen act as the leading role. As for the style of the documentary, I intentionally constructed it with a low frame rate and low saturation, with a certain style of background music, in homage to Hong Kong film director Wong Kar-wai , in order to create a sentimental atmosphere and demonstrate the complicated emotions of the leading role.

IMA/IMB Shanghai
INTM-SHU.120.1
Communications Lab
Narrative/Storytelling

The Carp Leaping Dragon Gate

This mechanism toy tells the story of the Carp Leaping Dragon Gate

Lishan Qin

https://www.youtube.com/watch?v=7z2OsdR1oMM&feature=youtu.be

Description

The name of this storytelling project is “The Carp Leaping Dragon Gate”. It’s a derivative of the ancient Chinese folk story. In Chinese culture, carp fish are always considered as a lower life. They’re vulgar, inferior, and are despised by other living creatures. However, legends say that in the east ocean far away, there is a giant gate called the “Dragon Gate”. The Gate is so high that it could reach the sky. It is said that the mighty god Emperor Yu once made a promise that if there is a carp fish that could jump over the Dragon Gate, he will turn the fish into a noble dragon. Thus, every year during the spring season, in front of the Dragon Gate there is the carp fish that keeps jumping up and down, up and down, in order to become strong enough to jump over the dragon gate and become the mighty dragon.

IMA/IMB Shanghai
INTM-SHU.238.1
Toy Design and Prototyping
Narrative/Storytelling

Cough Syrup

Cough Syrup is a collaborative digital archive presented in the form of an easily digested zine; It aims to document, share, and guide members of the Millennial and GenZ populations throughout a time of quarantine and social distancing.

Benjamin Lasala Tablada

https://issuu.com/bentab/docs/coughsyrup_final1_

Description

I’m a member of what I like to describe as the ‘missing generation’—born in the year 1997, too young to relish in the golden age of the Backstreet Boys and the Spice Girls, yet old enough to still quote Vines even after its closure. Some say that I belong amongst the Millennial population, while others will argue that I’m a part of Generation Z, but this intersection is what makes my understanding of both communities so unique. I’ve lived through flip-phones, multiple recessions, saw the rise of Tik Tok, and am currently spending my 20’s in a global pandemic. The digital age is volatile in nature, but it is an outlet for this evolving community to express their ideas, moments of clarity, or in this case, obscurity.

Cough Syrup like its name suggests, soothes and alleviates—it does not heal, nor is it a solution to the ongoing pandemic—rather it serves as a method of coping and documents a time period in which members of the Millennial and GenZ communities feel tremendous amounts of discomfort. In light of the multiple nation-wide quarantines, members of these communities have utilized social media, memes, and digital applications like Zoom to serve as methods of self-discovery and a platform to exchange ideas.

The goal of this digital publication is to be humorous, philosophical, and profound, utilizing first-person interviews and current events as a method of chronicling this particular moment in history. Within ‘Cough Syrup’, the reader will find a plethora of relevant content from trending tik tok hashtags, the rise of Zoom, and data visualizations through screenshots and photographs. It attempts to deepen how 21st-century communities react to concepts of productivity, health and wellness, and the stark differences or similarities of our daily lifestyles through the lens of the ‘missing generation’.

IMA/IMB Shanghai
INTM-SHU.401.1
Capstone Studio (Shanghai)
Culture,Narrative/Storytelling

The Life of Steve

A web-based, Minecraft-themed, interactive story.

Liyang Zhu

https://s3.ap-east-1.amazonaws.com/ima.nyu.edu/commlab/leon/tom/index.html

Description

Minecraft is a very classic and popular sandbox game. It gives the player an extremely high degree of freedom. In the game, players can do anything and have a myriad of very different lives.

In this project, I produced a web-based interactive story and set the account in the context of Minecraft. To give users an immerse experience of Minecraft, the style of the web page is a parody of Minecraft, and all of the images are screenshots from Minecraft. Moreover, inheriting Mincraft's high degree of freedom, this interactive story allows players to make a variety of choices midway through the story and has more than one end, which means the story is not a fixed one! Furthermore, to make the experience more fun, I even added random factors, so that one specific choice may have different results.

The story told by this project can be seen as the story of a hero who becomes powerful step by step and eventually defeats a demon; it can also be seen as a typical development path for a player in Minecraft.

From a technical point of view, the project uses the concept of modules. While the page contains a lot of smooth transitions, all the animations are encapsulated and can be called up quickly. It allows me to add functionality and beautify the visuals while keeping the code neat.

IMA/IMB Shanghai
INTM-SHU.120.7
Communications Lab
Narrative/Storytelling,Play/Games

Happy 100,100 Times:)

What's the data visualization of happiness? Here is my version.

Qianyi Chen

https://vimeo.com/418501745

Description

Instead of showing numbers that quantify the level of happiness of analysis about the reasons for happiness, this data visualization takes a more emotional path. Here the audience will be about to immerse in the exploration of 100,000 happy moments written down by different individuals. Features like filters and brushes enable the viewers to look closer to the moments and encounter surprises. Details about the dataset are also provided in the “details” page. (By clicking the details button the viewer can navigate to it.)

IMA/IMB Shanghai
INTM-SHU.204.1
Critical Data & Visualization
Education,Narrative/Storytelling
NYU Tisch School of the Arts provides reasonable accommodations to people with disabilities. Requests for accommodations should be made at least two weeks before the date of the event when possible. You can request accommodations at tisch.nyu.edu/accommodation