yi wangli's portfolio

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EM

TI

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PORTFOLIO OF YI WANGLI


CONTENTS

HUMAN

Computation + Design

SPACE

Tools for Users Methods for Designers

01 ADHD LAYOUT

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For attention de cit hyperactivity disorder /Emotional dilemma/

02 VISUALIZE MUSIC

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For people with hearing impairments /Emotional expression/

03 CAMPUS EMOTION

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For students' mental health /Emotional needs/

Establish connections between Objective Space and Subjective Psychology, with the aid of TECHNOLOGY.

04 REDEFINE CHERNOBYL For tourists in heritage site /Emotional narration/

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ADHD LAYOUT A Spatial Therapy Tool for Attention De cit Hyperactivity Disorder / Grasshopper / TYPE: Independent Study, Individual Project INSTRUCTOR: Zhang Xu DATE: 12/2021

ADHD LAYOUT is an automatic interior layout generator that aims to help individuals with attention deficit hyperactivity disorder (ADHD), in which group I belong, to focus better at home. Space tool was created to allow users to take ownership of their private design. It generates various room layouts based on the personal habits. Users can make a plan list based on their daily life and choose their preference for every function area. The program then applies genetic algorithm to determine the best layout that minimizes the total ow of a day and makes tasks easy.


ATTENTION DEFICIT HYPERACTIVITY DISORDER AND MESSINESS

PSYCHOLOGICAL CAUSE AND SPACE METHOD

[ Background ]

I’m struggling with remote learning. Knowing what’s causing this behaviour can help me approach the situation.

During the outbreak of COVID-19, our lifestyle changed completely. We were all forced to stay at home, and attended school online or worked from home.

[ Executive Function ] People with ADHD who have a hard time keeping things tidy usually aren’t being lazy or thoughtless. They struggle with executive function. These are the skills that allow us to get things done. They include many aspects. I CAN'T FINISH IT ON TIME!!! ATTENTION WHAT DID I DO JUST NOW?

[ Distractibility ] THINGS ARE TOO MUCH!!!

But somehow, I can never concentrate on my study at home because my attention can always be attracted by other things. This led to my diagnosis of attention de cit hyperactivity disorder (ADHD).

[ Messiness ]

NO... THAT'S TOO HARD FOR ME.

Focus

Planning

Self-control

Can not pay attention to things what you're doing and easily distracted.

Have trouble in ability to prioritize and judge how long a task will take.

Have low frustration tolerance. Hard to start and nish difficult tasks.

Working Memory Can not remember directions and hard to keep track of what you’re doing.

To better focus at home, I created space strategies based on ADHD's characteristics and behavioral therapy in Psychology.

[ Space Strategies and Behavioral Therapy ]

People with ADHD are messy most of the time. And it can cause problems at home, school, and work. For example, a messy room can be a typical sign of ADHD.

A. Space Independence Set seperate functional areas for different events to avoid interference and distraction.

B. Time Schedule

C. Simplify Tasks

D. Visual Reminder

Make daily plan in advance. Set time limits for plans and attach each event to a speci c space.

Connect the areas based on timeline. Find the easiest way to complete all tasks.

Break tasks into smaller chunks. Paste the checklist in the corresponding functional area.

Later, I developed an automatic ADHD room layouts generator to allow others to take ownership of their private design.

[ Concept ]

Input: A. Your Space Preferance

Input: B. Your Daily Schedule 03

Output: C. Space Layout with the shortest path to complete all the tasks

D. Place corresponding furnitures into the areas and paste the checklist 04


SPACE DIMENSION SETTING 1

Exterior Wall and Balcony Boundary Settings

3

Generate Various Functional Areas of Different Sizes

4

Arbitrarily Arrange Functional Blocks in a Certain Area

[ Dimension setting ]

[ Dimension setting ]

[ Region Difference ]

Set the length and width of your room plan and the size and location of balcony. Generate 2 rectangles.

Set your preferred size for each area. There is no limit to the size and number of areas. Various rectangles are created on the plane.

Subtract balconies and special functional areas from the entire area. The output is the boundry of the other blocks.

[ Pack Rectangles ]

[ OpenNest ]

Rectangle blocks are packed in a row as the input for step 4.

Arrange the above blocks. The output is shown in the gure below.

2

Special Functional Areas Preset

[ Fixed door ] 1.Just like the balcony, the door also has a xed position against the exterior wall. 2.The turning radius of the door occupies a square space with a side length of about 1 meter.

[ Workspace Design Principle ]

1

Because the work area is the most important space that can not be disturbed by other areas, we set its size and location in advance. 1.To avoid the interference of other objects in the eld of vision, people had better sit facing the wall, which means the work area is next to the wall. 2

2.The size of an ordinary work desk is generally 120*60 cm, while human vision has a combined eld-of-view of about 120°. This means that there can be no other area within about 2 meters of the horizontal direction of the work desk.

4

3.At the same time, leave enough space depth for chair's movement.

[ Calculation Process ] Because both functional areas are against the wall and are square, the same calculation process is adopted. 1. Offset Curve - Get All the Possible Locations

2. Evaluate Curve - Select an Exact Location

Offset a curve with a speci ed distance - half the side length of a square. Get the potential path of the geometric center of the square.

Pull the lever to evaluate the curve at the speci ed parameter. Put the door in the right position and the work area in the position you want.

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3

06


FROM SCHEDULE TO PATH TO LAYOUT [ the Shortest Path as the Easiest Way ] After choosing your space preference and putting all the blocks into the plane, you have to make a daily schedule to determine the location of blocks.

1

Insert Items

2

Merge general functional areas with uncertain location, balcony and special functional areas with xed location.

List Items

3

Get the geometric center of each region and list all functional areas by timeline. Retrieve their locations of center points from the list.

Galapagos Editor

Create a polyline to connect all the points. Apply genetic algorithm to determine the best layout that minimizes the path length.

Because it's hard for people with ADHD to start, we need to simplify all tasks to make them easier to complete. Taking one day as the basic unit, according to the daily routine, each action of areas transfer will be counted as a path length. Therefore, the difficulty of the daily task is measured by the sum of the path lengths. Figure out the best space layout when the total path length is the shortest.

[ Daily Schedule and Relevant Area ]

1

Merge all blocks (Uncertain area + Balcony + Workspace + Door)

3

Connect points to form a path >> Space layout with the shortest total path length

Door

Workspace

Balcony

The locations of blocks in this area are not xed yet. The layout will be determined according to the following calculation.

Final output Length=142.42

Genetic algorithm Operation process

2

Areas arrived in chronological order >> Coordinates of geometric center points Order

y

Search for the coordinates of the center point according to the order of the schedule.

0

07

x

Coordinate

L=209.36

L=201.77

L=194.37

L=191.96

L=188.12

L=183.58

L=181.02

L=178.39

L=172.91

L=165.96

L=163.59

L=159.73

L=157.07

L=156.37

L=153.74

L=152.48

08


BREAK TASKS AND SUBDIVIDE SPACES [ Spatial Subdivision ] Each functional area can be divided into one or more smaller units according to the internal furniture arrangement. When the location of each functional area is determined, you can then start placing smaller furnitures into these areas by yourself. Arrange furnitures away from the path and leave the aisle.

[ Break down the Task ] People with ADHD have impaired working memory and can struggle with following the steps in a task. Break every single task into smaller chunks and use visual reminders to stay on track. Each step of a task also corresponds to a smaller space area or a speci c furniture. There are two main correspondences. [1] One Task in One Area

[2] One Task That Span Many Areas

Make different types of reminder notes or checklists and stick them on the wall of the corresponding area. Then you will never get lost when you are doing a task. 09

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VISUALIZE MUSIC Visual Effects Design of Music in the Concert Hall / Generative Adversarial Networks / TYPE: Workshop, Group Project INSTRUCTOR: Li Wenjing COLLABORATOR: Liu Sihang, Deng Yanting, Wang Zhendong DATE: 8/2021 CONTRIBUTION: 50%Concept, 100%Drawing, 80%Code

VISUALIZE MUSIC is a prototype using GAN to transform musical semantics and emotions into images. Through this tool, people suffering from hearing impairments can sense musical emotions by watching videos in the concert hall. This program converted expression and perception style to give people equal opportunities to experience life. It showed concern for minority group's deeper needs and helped vulnerable people overcome congenital obstacles.


Everyone should have the equal right to enjoy every fantastic part of life.

Music can be transformed into images of its corresponding style through music visualization technology, so as to improve the form of music expression, make up for the hearing loss of people with hearing impairment, and provide a new interpretation way and a new experience for the audience in the concert hall.

However, people with hearing impairment are unable to understand the magic of musics. Even with the aid of cochlear implant, they still can't get the same hearing experience as normal people.

Others can't really enjoy music for various reasons.


MUSIC INFORMATION IDENTIFICATION [ Music Emotion Recognition[2] ]

[ Music Semantic Analysis ] Music ID

Composer

Semantic

Bach

Because classical music generally has a xed musical form and structure, the content they describe and the meaning they express are easier recognized by machine than ordinary music.

Ethnic Customs

Classical musics' emotions are recognized by using chroma spectrogram and deep visual features. The output of classifer is 4 basic emotions. (Happiness, Sadness, Anger, Fear)

Beethoven

Natural Landscape

Chopin

Debussy Religion and State

More than 1000 classical piano musics from 10 famous composer were selected from GiantMIDI-Piano Dataset[1] , and their semantics are divided into 6 main types based on the expert interpretaion from Web crawling.

Haydn

Liszt Season and Climate Mozart

Rachmaninoff

Festival Celebration

Schubert

Tchaikovsky

Live and Objective

MUSIC SEMANTIC IMAGE DATASET Semantic related images were downloaded from the Internet according to the key words, and I set up the dataset of more than 6000 images, with more than 1000 images in each category.

Ethnic Customs

Natural Landscape

Religion and State

[1]Qiuqiang Kong, Bochen Li, Jitong Chen, and Yuxuan Wang. "GiantMIDI-Piano: A large-scale MIDI dataset for classical piano music." arXiv preprint arXiv:2010.07061 (2020). [2] Mehmet Bilal Er,Music Emotion Recognition by Using Chroma Spectrogram and Deep Visual Features,Volume 12, Issue 2, 2019, Pages 1622 - 1634

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Season and Climate

Festival Celebration

Live and Objective

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The HSB color features of each category are extracted and analyzed.

EMOTION IMAGES CLASSIFICATION

COLOR ANALYSIS

[ Dataset emotions reclassifacation ]

Happiness

Sadness

The colors extracted from happiness are diverse, elegant and comfortable light colors with middle saturation.

The color proposed by sadness is a low saturation blue system, with thin color, melancholy, slender and low saturation.

Fear

Anger

The color proposed by fear is a deep, introverted, low contrast, low saturation dark color system.

The color extracted by anger is a high saturation and bright red, with strong color and distinct emotion.

In order to stylize the semantic images with different emotion, the WikiArt Emotions Dataset[3] was used to learn the features of different emotional pictures. 1. raw data and picture information

Fishing for Souls Adriaen van de Venne Date: 1614 Style: Baroque Genre: allegorical painting Media: oil Location: Rijksmuseum, Amsterdam, Netherlands Dimensions: 98.5 x 187.8 cm

2. data selection Because this original dataset is scored by real humans, in our research the images with face and body are eliminated to avoid interference to deep learning. Images with the Ag4 distribution (more than 40% respondents indicate a certain emotion applies to an image) were selected, which include a total of 13 emotional types.

Happiness

Anger

3. reclassifacation

Sadness

Fear

They were reclassi ed into 4 main basic emotions.

[ Deep Learning ] Use Alexnet to learn the image classi cation. In the training process, the loss value decreases continuously and nally tends to be stable, which proves that this classi cation is reliable.

Epoch99 train loss: 1.1407 Acc:0.7881 Val loss:0.838 Acc:0.8552

[4]Jun-Yan Zhu*, Taesung Park*, Phillip Isola, and Alexei A. Efros. "Unpaired Image-to-Image Translation using Cycle-Consistent Adversarial Networks", in IEEE International Conference on Computer Vision (ICCV), 2017.

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GAN TRAINING PROCESS

TRAINING OUTCOME

Four emotional picture categories were used respectively with the original semantic image library to form image pairs. They were put into CycleGAN[4] four times to generate emotional stylized semantic pictures (Style Transfer).

The original semantic images were stylized to have different emotional lters.

[ One semantic image with four emotions ]

The process of a single training (Semantic+Happiness) is as follows.

[ Epoch 33 ]

Real A

Fake B

Rec A

Idt B

[ Epoch 66 ]

Real A

Fake B

Rec A

Idt B

DATA PREPROCESSING [ Epoch 99 ]

Real A

Fake B

Rec A

Idt B

[ Epoch 133 ]

Real A

Fake B

Rec A

Idt B

Happiness

Sadness

Fear

Anger

1.Find the semantic picture corresponding to the music. 2.Music is divided into many parts according to emotion. 3.Find the emotional stylized semantic pictures of each part. 4.Package them into pkl les separately as the next input.

GENERATE DYNAMIC EFFECT Pulse: How the visuals “pulse” to the sound waves’ amplitude of music. The higher the volume, the greater the morph of the picture. Motion: The speed at which the visuals morph relate to the cumulative additions of amplitude to the input vector.

[ Epoch 166 ]

Real A

Fake B

Rec A

Idt B

[ Epoch 199 ]

Real A

Fake B

Rec A

Idt B

[3]WikiArt Emotions: An Annotated Dataset of Emotions Evoked by Art. Saif M. Mohammad and Svetlana Kiritchenko. In Proceedings of the 11th Edition of the Language Resources and Evaluation Conference (LREC-2018), May 2018, Miyazaki, Japan.

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20


APPLICATION - Hungarian Rhapsody No. 6

Pulse: How the visuals “pulse” to the sound waves’ amplitude of music. The higher the volume, the greater the morph of the picture. Motion: The speed at which the visuals morph relate to the cumulative additions of amplitude to the input vector.

The waveform layer shows audio data in a traditional waveform peak display. The spectrogram layer shows audio data in the frequency domain, with the Y axis corresponding to frequency and the power (or phase) of each frequency within a given time frame shown by the brightness or colour of the pixels corresponding to that frequency.


APPLICATION - Concert Hall


CAMPUS EMOTION A Study of Students’ Affective Needs in Campus Open Space / Machine Learning / TYPE: Independent Study, Individual Project INSTRUCTOR: Li Wenjing DATE: 11/2021

The study aimed to uncover the potential emotional value of open spaces to better meet students’ needs. Computational tools and interdisciplinary approaches were used to measure subjective emotions, improve the design process, and make outputs more reliable. In this program, I introduced semantic segmentation to determine the relationship between the composition of physical spaces and human emotions. And then I used time-space geography to help computers better recognize students’ thoughts. Following the results of my analysis, I tried to redesign campus open spaces to cater to students’ various emotional needs.


NEGLECT OF HIGHER NEEDS

UP

Increasing Mental Problems According to 2021 Mental Health Statistics, more than 25 percent of college students have been diagnosed or treated by a professional for a mental illness.

Students' Emotion on Campus Besides medication and psychotherapy, campus space as their living environment also plays a vital role in their mental health. Some pleasant surroundings can help students recover from bad conditions, which is often overlooked by managers.

DOWN

Current Situation of Campus Southeast University campus as one of the most beautiful campus in China, even developed the business of lm industry. But a large number of architecture students who lived in this area suffered from mental illnesses.

Higher needs are raised for the campus open space, with more concern for the main users’ mental health.

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28


STRATEGY

DATA COLLECTION The rst step is to identify people's general feelings for a speci c space.

How can the campus open spaces better meet students’ affective needs? Emotional geography theoretical basis What does this discipline study?

bodies

1.Research Objects

around

spatiality coalesce people

envionments

relations

in

Emotions

Certain Places

As a discipline studying the relations between people and environment, geography was introduced in this program.

Freashman x2

Later, I used some methods and theories in geography, such as spatio-temporal path and emotional geography.

Sophomore x2

Junior x3

temporality emotion

2.Preparation

4.After the experiment

L. L. Bondi et al. (2007)

Rate all the photos according to the emotional model

Get instruction card

Explore open spaces in and around the school freely on a weekday

Download software for data collection

Take pictures wherever there is mood swing

geography

representation

3.Task

What does Emotional geography concern?

places

location

Crowdsourcing

J. Davidson et al. 2007

Senior x2

Computational Method

Street View Images

Graduate x1

Crowdsourcing

Data scraping

Photos with Emotion Score

Routes on Weekdays

10 female architecture students volunteered for the survey

Exporting the KML path le

Data Scraping PART1 Physical Space Analysis

PART2 Human Behaviour Analysis

Semantic & Instance Segementation

OSM File

Import GIS

Edit Attribute Table

Decision Tree & Random Forest Map of Emotion Score

Time Spent in Places

Behavioural Preference

Frequent Route point ordinate(x,y)

Feature Importance

5m Point per 5m

1. Download Map

2. Convert to Shape le

3. Split Road by Points per 5m

4. Add X,Y Coordinates

*To avoid the interference of image acquisition vehicle, the eld of view was set to be 180, and enviroment images of every point were downloaded in two opposite headings (rather than 360 once).

CLASSIFICATION

8. Images Saved

7. Code Con guration

6. Camera View Setting

5. Export Features to Excel

What are the types of emotional space?

LOCATIONS

FEATURES

Where is the space negative? What can we do to improve it?

What kind of space is positive? What about its material composition?

REQUIREMENTS

How are people behaving? What kind of emotional space do they need?

Start Kernel DESIGN GUIDELINES 29

Import Python

Get Panorama API

SPACE RECOMMENDATION 30


PART 1 COMPUTER VISION

MACHINE LEARNING

Segmentation

Model Selection Apply the best model (higher R2, lower RMSE & MAE) to the data for prediction.

Output

Input

- Random Forest

Output

R2

RMSE

MAE

Emotional Score Prediction Semantic Segmentation

Instance Segmentation

[1]

[2]

The circumplex model of emotion was developed by James Russell.[3]

Space Factors These factors may be related to people's emotions, so they are used as input arguments for machine learning in the next step. Explosure

Human Scale

Green View

Vehicle

Vitality

Sky

Road

Vegetation

Parking

Person

This model proposes that all affective states arise from two fundamental neurophysiological systems, one related to valence (a pleasure displeasure continuum) and the other to arousal, or alertness.

Arousal represents the vertical axis and valence represents the horizontal axis, while the centre of the circle represents a neutral valence and a medium level of arousal. This model is convenient for data analysis. Building

Sidewalk

Lawn

Motorcycle

Rider

Circumplex model

Feature Importance Fence

Traffic Sign

Tree

Bicycle

Cat

These features will be combined with the following behaviour analysis to draw conclusions about design guidelines. Semantic Segmentation Instance Segmentation

Wall

Pole

Bush

Car

Dog

[1]Zhu Y, Sapra K, Reda F A, et al. Improving semantic segmentation via video propagation and label relaxation[C]//Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition. 2019: 8856-8865. [2]He K, Gkioxari G, Dollár P, et al. Mask r-cnn[C]//Proceedings of the IEEE international conference on computer vision. 2017: 2961-2969.

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[3]Russell, James (1980). "A circumplex model of affect". Journal of Personality and Social Psychology. 39 (6): 1161–1178.

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PART 2 SPATIO-TEMPORAL PATH

BEHAVIOUR AND NEED

Data Processing 1. Extract the time information of path break points and export shape le. 2. Transform the break points of paths into points. Add time attribute. 3. Move the points upward based on time to form spatio-temporal path in 3D space.

Path Classi cation time

Outside

Inside

Recreation

Dormitory

1

Group 1 spent a period of time out of school to relax and have fun. Schools seem to have little appeal to them and can't meet their emotional needs.

0 time

Study

2

Accessibility Divide the paths into points with same time interval and map to the plan. Find the roads they most often walk along and nearby open spaces. Because they have a more important impact on students' emotions, they need to be promoted more urgently.

Group 2 shuttled back and forth between various places in the school. They have full contact with the outdoor space of the school, but there is no space for them to stop.

0 time

3

Group 3 preferred to stay in a xed place at school all day. They may under huge pressure of study, but they don't have time to relax.

0

Requirement Identi cation 1

An interesting space to arouse their interest. 33

2

A positive space for them to stay for a while.

3

A natural path that allows them to relax. 34


COMBINED RESULTS ANALYSIS Map of Emotion Score

Space Stay Time

The emotional scores predicted by the rst part of machine learning are mapped to the map. Negative spaces are identi ed to be improve in the next step, especially where accessibility is high.

Positive Spaces Classi cation

Calculate the number of equal time points in each grid to obtain the stay time for further analysis. The three main factors ( valence, arousal and time) are considered comprehensively, and positive spaces are divided into four main types. More Time, High Valence, High Arousal

2

Students are constantly excited in these areas, and they have a lot of emotional energy to release.

2

Less Time, High Valence, High Arousal 1

1

2

They will nd these spaces amazing, but they will not stay because they have no emotional needs for them.

1

3

Less Time, High Valence, Low Arousal

3

There is nothing particularly interesting or bad here, so there is no need to stay.

More Time, High Valence, Low Arousal

3

These spaces help them calm down and help relieve their body and mind.

Negative Space

Valence

Arousal

Time

General Analysis Three typical spaces respectively belonging to the above categories are selected, and their data are used to compare with the overall data.

1

Relief Space

2

Recreational Space

3

Healing Space

CONCLUSION: Common Point: They all have higher vagetation rate and lower building rate, more bicycles and fewer cars in the general data. And they may have higher pole and sidewalk rate and more person, which are not typical. Differences: Relief space has the highest fence rate, while healing space show an amazing height in the pole rate and a far below average terrain rate.

1

3

2

fence

35

wall

sky

pole

terrain

polegroup

sidewalk

road

vegetation

building

person

bicycle

motorcycle

car

36


COMPARATIVE ANALYSIS

Series 1

Series 2

Series 3

Make a concrete analysis of the design principles of different emotional spaces combined with images. Explore the basic elements behind material features.

DESIGN GUIDELINE Combining requirement identi cation, accessibility and emotion score, several current negative spaces are considered more necessary for improvement. They will be renovated into different positive emotional spaces based on their current situation.

Before

After person sidewalk road building vegetation

1

Relief Space

+movable activity facilities to attract people +vegetation +sidewalk -building -road

bicycle Wall&Fence: The fence rate is high because of the view of the playground, which means space for activities can make students relaxed.

building road

Building&Sky: The nearby buildings are low and covered by the tree, with high visibility of the sky.

sidewalk 2

vegetation

Recreational Space

Vegetation&Bicycle: There is a very high diversity of vegetation, with neatly arranged vehicles.

+vegetation +sidewalk +parking area for bicycles -building -road

Building: This area is enclosed by buildings.

person

Sky: The sky rate is high because the trees and buildings are not tall. 3

pole terrain

Healing Space

sidewalk vegetation

Building: Here is a straight Avenue with a fountain at the end. All buildings are covered. Vegetation&Pole: There are very tall trees next to the road in a row, with lots of poles. Person&Sidewalk: There are so many people and high sidewalk rate. 37

+pole -terrain +centralized structure to provide place for diversi ed activities 38


APPLICATION Emotional Space Recommendation Mobile phone software will intelligently recommend emotional space for students according to their selected negative emotional state.

Relief Space Recreational Space Healing Space


REDEFINE CHERNOBYL An Emotional Experience App Design of Heritage Site / Augmented Reality / TYPE: Workshop, Group Project INSTRUCTOR: Jia Yichen COLLABORATOR: Wang Yiting,Yang Yazhu DATE: 9/2021 CONTRIBUTION: 80%Concept, 70%Drawing, 80%Code

This project aims to intensify people's perception by reorganizing spatial sequences with an emotional narrative structure and presenting puzzle games to stimulate tourists' interest in heritage sites. In addition to meeting the basic needs of users in the era of Internet celebrity economy, I want to enhance the educational value of heritage sites. I believe that designers should think of ways to help people feel the unique atmosphere and educational significance of spaces; otherwise, these spaces simply become tourist spots that people take photos of but do not immerse in.


TOURISM AND INTERNET CELEBRITY ECONOMY IN CURRENT CHERNOBYL

STRATEGY

Disaster tourism is most de nitely a thing and the way it is perceived depends entirely on the motives and the behavior of the individual. Many people come to Chernobyl with respect, but some only regard it as a place of entertainment as usual.

What can we do to guide people's behaviours here?

[ Timeline ]

[ Problems ]

[ Traditional Tour Guide Defects ]

Some tourists behave casually because they just treat Chernobyl as a normal tourist attraction and do not immerse in the history of grief. If tourists can tour this place by a method of feeling the sad mood and count it as a personal favour, they'll be more respectful.

Some ordinary people get a bad experience in the traditional way of tourism.

Tourists' requirement for better guidance

People act impolitely in this serious place

Little is known about nuclear energy

[ Methods ]

1

Develop an AR navigation app to make their journey more exible and autonomous

2

Reorganize the tourism routes by using an emotional narrative structure

3

Add a puzzle game to stimulate tourists' interests about learning the history

4

Develop further education system let people learn to treat nuclear energy correctly

[ Framework ] [ Instagram in uencers are ocking to Chernobyl ] They could disrespect and disregard the gravity of the site, learning nothing while looking for photo opportunities to impress their Instagram followers with.

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JOURNEY BEGIN

STORYLINE

Those who used to live in Chernobyl carried some special and deep memories about it. They had close contact with certain places and roads, which nally formed their life stories. The paths and spots were intertwined into a network at the virtual layer of story, carrying various memories which the places want to convey to people.

Fire ghter I rushed into the ae that night without hesitation, and then? I was in the hospital watching my body failing day by day. I'm sorry for my wife.

Liquidator I took part in the cleanup activities after the explosion. Many of my companions died one after another in those years, and I fell ill all my life.

Resident I used to live in Chernobyl. My life was completely changed after that nuclear disaster. There’s too much to say...

Soldier

Samosely

After the disaster, I was ordered by my superiors to shoot all the animals in the restricted area. God, I still remember those innocent eyes.

I will never want to abandon my hometown. No matter what happens to Chernobyl, I will always stay here!

[ Past ]

Fire Deparment

Nuclear Power Plant

Pripyat

Checkpoint

House

Nuclear Power Plant

Nuclear Power Plant

Pripyat

Villages

Pets

Nuclear Power Plant

Nuclear Power Plant

Pripyat

Villages

House

Hospital

Burial Technique

Pripyat

Burial Ground

Church

Memorial Wall

Memorial Plaque

Wildlife

House

Today, tourists are asked to trace the path of those who suffered and sacri ced in this tragedy. They will experience the disaster from an individual perspective rather than simply be told about the general history.

1. Get the instruction and puzzle postcards

2. Download the AR app

3. Select tour guide role

[ Present ]

Monument 45

46


A character will take tourists to places with his memories and describe events from his unique perspective.

The GPS of AR App will automatically identify your location, whether in the scenic spot or on the road.

NAVIGATION SYSTEM

My son had been looking forward to the open of the ferry wheel for a long time. But it seems he will never see that day.

10. Navigation End. That night we all stood on the bridge and watched the explosion in ChNPP. No one thought it was a tragedy at rst.

Reach the last spot.

Reach spot We used to see many wild animals in the forest near our house. I heard that it is called red forest now because of the ginger-brown color of the pine trees after they died following the absorption of high levels of radiation from the disaster.

5. In Navigation

6. Reaching a target area, the App will inform by playing an AR robot cleaning animation.

My house was in Kopachi village, where all the buildings were burried under the ground except a kingarten.

Tap to view introduction

Go back

5. In Navigation

7. Scenic Spots Introduction

IN THE TARGET AREA Go back

Exit the area and return to the navigation page

You can use these functions wherever you are, whenever you want in this trp. After use, it will return to the former page. 9. Message Function

5. In Navigation

Enter the arial view map page and start navigation.

Additional Functions

Automatic return

Go back

Snap

4. Start Navigation 47

8. Photo-taking Function 48


FINDING PUZZLE PIECES IN THE REAL SPACE

PUZZLE SYSTEM

Each piece of the puzzle is hidden in a place of signi cant meanings, the process of nding puzzles is also a process of understanding history deeply.

[ Finding Instructions in spots ] Once you arrive at the right place, the App wiil show you the speci c shape of each piece. Aim the camera at the piece that you found in the real world, and a game page appeared. You have to complete the game task in order to successfully collect pieces in the puzzle system.

[ Mandatory Game for Collection ] Each piece can trigger a key character's game, which means you must do something against your heart. You can press the EXIT button if you feel hard, but you will fail and the system will NOT record the piece that you have already found.

Corporal, you need to shoot all animals in this area. This is an orde that you can't disobey.

[ Collection Process ]

Hey, you triggered my mission! Help me nish the task!

Gathering ve pieces step by step, the system will record for you.

10/10 [ Collection Complete ] [ Guide for Puzzle ]

When you are about to reach the next scenic spot, the App will prompt you for the detailed location of the puzzle pieces. 49

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EDUCATION SYSTEM AFTER THE TOUR [ Activated ] After successfully gathering ve pieces, the hidden function of the education system will be activated.

Gaining a deep insight into the disaster history and feel the grief is important, we also need to treat nuclear energy rationally.

[ AR game ] Chemical elements collection game is designed to learn the important part of nuclear radiation.

[ Complete the Puzzle ]

[ Scan the Puzzle to get the AR robot ]

[ Reaction Principles ] You can learn some chemical and biological treatment of nuclear radiation pollution here.

Tap the dot to know more about the robot liquidator*. Switch to the game page.

Share to friends.

*Robot design was a previous work of Wang Yiting.


YI WANGLI Bachelor of Engineering, Southeast University, China Address: Room 507, unit 4, buiding 1, Hong Zhengmingyuan, Heping Street No.19, Wuling District, Changde City, Hunan Province, China Email: wangliyi66@gmail.com Tel: 86-18873669353


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