CROWD REALITY
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- Narrative Centre -
2019-2022 is considered as a prequel to the Metaverse. Crowd Reality takes inspiration from the differences between the "Digital World" and the "Physical World" in the highly virtualised pandemic time, where people are going through quarantine and "remote everything". What if we miss the sense of a real crowd?
This project creates a conceptual brand Crowd Reality, offering interactive garments that can simulate crowd haptics and providing users with the sensual experience of being in the different crowd, party, live house, morning rush hour, etc. The project aims to explore the tactile cognition of phy-gital experience and the sensation autonomy under human skin. It additionally discusses the impact of sensory simulation technology on human existence and the potential of sensory extension.
The installation (demo) was exhibited in National Musuem of Scotland (Soft Robotics Conference) in 2022, Evolution House (Edinburgh Art Festival) in 2022, Now Gallery in 2023.
- Concept Design -
In the concept design, the garment consists of different kinds of tactile sensors, triggering inflation and vibration to simulates the different forces felt in a crowd like being bumped by the arms, being tossed by the hair, etc. It has different scenario modes like “PARTY” , “MORNING RUSH” , “LIVEHOUSE” and more manual adjustment, also “BODY DROP” function to enhance physical contact among users.
During the design of the wearable device, I drew inspiration from the structure of the fungus Dictyophora. In addition to the bionic design, the styling is mainly influenced by the concepts of "bondage/strangle" and "skin", evoking a direct connection to the sense of touch. The design choices in this section are designed to encourage users to think about the power and meaning of tactile experiences.
- Installation Design -
In order to demonstrate this shift from the digital to the physical and to showcase the notion of Crowd Reality at the Soft Robotics Conference, the interactive installation combines the virtual game with the physical interactive clothing. When the player is walking through a crowded area of the game and bumps into a person by accident, the sensor balloon on the physical garment pops up right away to make the player feel like they really did bump into a person.
- Interactive Garment (Prototype) -
The
physical garment consists of 2 parts: Hollowed-out Shell (framework) and Tactile
Sensors Part. Different tactile sensors, trigger inflation and vibration to simulates the
different forces felt in a crowd.
- Game Design -
- Demo -
- Credit -
Project Director: Jiarong Yu (6Liè)
Project Planning: Jiarong Yu; Jiatong Liu; Rui Wu; Philip Han; Thomas Stewart
Physical Computing: Rui Wu
Physical Garment: Jiatong Liu; Jiarong Yu
Game Development: Philip Han; Thomas Stewart
Design Concept: Jiarong Yu , Jiatong Liu, Rui Wu, Sihong Liu
3D Modelling :Jiatong Liu, Sihong Liu, Jiarong Yu
3D Animation: Jiatong Liu
Music :Jiarong Yu, HONYARARA
Product Design: Jiarong Yu; Jiatong Liu
VI design: Jiarong Yu
UI Design: Sihong Liu, Rui Wu
Soundtrack: Air Ain’t Need Our Lung - Jiarong Yu(6Liè); HONYARARA
Special thanks: Lynne Craig; Alexandre Colle; Ruby Marshall; Karen Donaldson; Zurong Zhang; Jingyu Zhou; Root Cai; Jingyu Zhou; Xudong Wang; Hong Lin; Hong Zhang
Project Planning: Jiarong Yu; Jiatong Liu; Rui Wu; Philip Han; Thomas Stewart
Physical Computing: Rui Wu
Physical Garment: Jiatong Liu; Jiarong Yu
Game Development: Philip Han; Thomas Stewart
Design Concept: Jiarong Yu , Jiatong Liu, Rui Wu, Sihong Liu
3D Modelling :Jiatong Liu, Sihong Liu, Jiarong Yu
3D Animation: Jiatong Liu
Music :Jiarong Yu, HONYARARA
Product Design: Jiarong Yu; Jiatong Liu
VI design: Jiarong Yu
UI Design: Sihong Liu, Rui Wu
Soundtrack: Air Ain’t Need Our Lung - Jiarong Yu(6Liè); HONYARARA
Special thanks: Lynne Craig; Alexandre Colle; Ruby Marshall; Karen Donaldson; Zurong Zhang; Jingyu Zhou; Root Cai; Jingyu Zhou; Xudong Wang; Hong Lin; Hong Zhang