the Breathing Walls

心之息,壁之影

Brief

Shadowing in a hazy environment representing our memory, it roots in scenes and abstract elements derived from Hui Style architecture. The user wears a EEG headset in which their emotion drives the environment and forms an unique labyrinth of their minds.

Collaborator

Year: 2023

Dimension: Scalable

Medium: Unity 3D, EEG headset

Tech: EEG headset

EEG, or Electroencephalogram, captures brain signals. Utilizing a commercially available headset with electrodes on the scalp, Lu and Heidi retrieve real-time EEG data to read the user's emotions.

The practice of using EEG data for responsive environment derives from Heidi's previous work with William Qian - "Neuroadaptive architecture in VR." In this game, they link the user's emotional state and responses to dynamically drive the environment, creating an immersive experience where the user not only observes but also emotionally connects with the unfolding journey of memories.

The emotional states used in this game are Focus, Excitement, Interest, and Relaxation. Unlike games where active and intensive character control is required, this game focuses on providing a user experience where individuals feel their emotions, connect with themselves, and establish a deep, calming connection with the unfolding story.

我们的记忆尾随着朦胧的环境,在徽派建筑的迷宫里到处是记忆的影子。用户戴上可以读取情绪的脑机设备,他们的情绪会驱动建筑形成一个独特的内心的迷宫。

the Breathing Walls in :iidrr gallery

photo credit: Shaoyu Zhang ins: @shaoyu7z

scene: “beyond the hill”

scene "Prelude"

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