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Interactive Experiences
I create interactive installations as personal explorations of interdisciplinary study, of art and technology. Beyond what I’ve learned in school, I push myself to experiment with new tools, mediums, and ideas. My work is driven by curiosity—whether through coding, electronics, or immersive storytelling, I embrace challenges and constantly seek new ways to engage audiences through interaction and emotion.


BotMania (Give Kids the World)
This project is a team of six ETC students collaborating with Give Kids The World Village, a nonprofit resort in Kissimmee, Florida that provides cost-free vacations to children with life-threatening illnesses and their families. One of the many on-site attractions that Give Kids The World offers its guests is the WonderLab, a makerspace which aims to introduce kids to STEAM concepts in a fun and interactive way. In cooperation with WonderLab staff and volunteers, our team is designing and installing a new experience that utilizes one of their existing platforms. Using motion-tracking and a mixture of digital and physical components, we are creating a fun, interactive experience that encourages children to interact with the WonderLab's robot mascots Won, Mage and Bil, to promote STEAM concepts and enthusiasm for exploration.
My role on this project is co-producer and artist. For producing, the other producer and I split the work for project management, scheduling timelines, arranging meetings and playtests, taking notes, and also reaching out for outside resources. We use Notion to mark down important deadlines and milestones, and we also set up task tracking doc with Notion for team members to know clearly where they are at. Other than project management, I also contributed on designing the PowerPoint for presentations.
As an artist, I design the logo and poster for our team together with the other artist on the team. I also drew several user flow storyboards for more efficient presentations to our client and instructor. Later in this project I will work with the other artist to design the UI of the game, as well as character animations and visual effects.
My role on this project is co-producer and artist. For producing, the other producer and I split the work for project management, scheduling timelines, arranging meetings and playtests, taking notes, and also reaching out for outside resources. We use Notion to mark down important deadlines and milestones, and we also set up task tracking doc with Notion for team members to know clearly where they are at. Other than project management, I also contributed on designing the PowerPoint for presentations.
As an artist, I design the logo and poster for our team together with the other artist on the team. I also drew several user flow storyboards for more efficient presentations to our client and instructor. Later in this project I will work with the other artist to design the UI of the game, as well as character animations and visual effects.


Sapiens
This VR experience takes guests on an immersive journey through the progression of human civilization, exploring humanity's relationship with nature over time. The narrative unfolds as an interactive linear experience, inviting participants to witness the evolution of human innovation and its subtle impact on the environment.
The experience reveals how human actions have gradually affected the natural world through the change of scene over time. In the final act, guests are confronted with a striking, exaggerated visualization of humanity's collective damage to the planet, creating a moment of reflection and awareness.
This project is made at Entertainment Technology Center, with a group of six students in 2 months. As a contributor and co-producer to this project, I worked on various aspects, including scheduling meetings and brainstorms, manage the production, designing and modeling 3D assets, constructing immersive environments in Unity, and contributing to the sound design to enhance the emotional depth and engagement of the experience. AI and free assets are also being used for study purpose. The project aims to spark conversations about our environmental impact and the importance of sustainable coexistence with nature.
The experience reveals how human actions have gradually affected the natural world through the change of scene over time. In the final act, guests are confronted with a striking, exaggerated visualization of humanity's collective damage to the planet, creating a moment of reflection and awareness.
This project is made at Entertainment Technology Center, with a group of six students in 2 months. As a contributor and co-producer to this project, I worked on various aspects, including scheduling meetings and brainstorms, manage the production, designing and modeling 3D assets, constructing immersive environments in Unity, and contributing to the sound design to enhance the emotional depth and engagement of the experience. AI and free assets are also being used for study purpose. The project aims to spark conversations about our environmental impact and the importance of sustainable coexistence with nature.


In & Out
The idea comes from a deeply personal childhood experience that profoundly shaped my perspective on technology and its relationship with humanity. I witnessed a friend get injured by a revolving door at a very young age. It led me to question our growing reliance on technology, the inevitability of errors and glitches, and the potential harm they can cause.
The installation features a projected revolving door that reacts to the proximity of the viewer. Using distance-sensing technology, the door rotates faster as individuals approach, creating an unsettling interaction that mirrors the rejection and danger technology can sometimes impose on humans. This behavior challenges the viewer to consider the delicate balance between technological utility and the risks of over-dependence on systems prone to malfunction or unintended consequences.
Through this piece, I aim to evoke reflection on how we coexist with technology, its imperfections, and the vulnerability it introduces into our lives.
The installation features a projected revolving door that reacts to the proximity of the viewer. Using distance-sensing technology, the door rotates faster as individuals approach, creating an unsettling interaction that mirrors the rejection and danger technology can sometimes impose on humans. This behavior challenges the viewer to consider the delicate balance between technological utility and the risks of over-dependence on systems prone to malfunction or unintended consequences.
Through this piece, I aim to evoke reflection on how we coexist with technology, its imperfections, and the vulnerability it introduces into our lives.


Three Other Eyes
This project discusses a social science term, the 'Framing' theory. In this project, I researched and investigated several events on the internet where public opinion has reversed, using framing theory to explain the reasons behind these shifts. My goal is to remind people to always be aware that we are viewing the world through a framework established by others. As a result, we cannot be completely objective. What we can do is recognize our own framework, so that we can try to avoid being influenced by it.
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