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Noisy Flesh
đŸ§Žâ€â™€ïž2024

Living within a civilized society, making sound with our body is regarded as vulgar. The long-discarded auditory perception of body results in neglecting our most intimate flesh. To decentralize the dominance of verbal communication and liberalize the flesh from discipline, Noisy Flesh enhanced the performer’s body with textile extensions. These external textile flesh parts appeared as unwanted body parts like tumors and extra limbs. Being attached to and merging with the performer’s body, these unwanted parts, along with the body, are able to sound and be heard as the performer moves. Immersing in the roaring sound, shall we experience a new perception of flesh and body both visually and auditory?

Noisy Flesh is an ongoing project exploring somaesthetics, embodiment, new interface for musical expressions.

photo by Winston Young@tsunwinston




Motion-Sonic-Fusion 💃 2023
Motion-Sonic-Fusion aimed to explore how the design of the digital musical instrument could achieve embodied interaction, along with supporting body awareness and various artistic expression for performers, through the practice of designing a bodily-controlled musical instrument tailored for dancing movement control. 

In this project, the instrument was designed as two pairs of gloves and socks with accelerometer sensors on as gesture controllers. The controller transmits real-time data via Bluetooth to the mapping algorithm for drum sound synthesis output. While the performer begins his/her performance and dances to the background music, the dance movements can be translated into drum beats. The auditory experience is enriched since this second layer sonic pattern is added on top of the background music. The performer can react to both layers of music, and his/her artistic expression, with the shifting between the identities as a dancer or a musician/composer, can vary accordingly. He/she is also the audience of the performance with the augmented auditory feedback, using it to inspect the movement just now and improve or improvise based on it.

This project investigated the embodiment theory, somaesthetic, and the expanded definition of musical instruments. From the design of the gesture controller, and mapping methods, to the sound synthesis, this project carefully explored and analyzed the design of the instrument, to examine how the instrument shared a relationship with the performer, and how could the instrument support the performing body, particularly the dancing body.




Generated Stuffed Toy  😊 2021
The stuffed toy is generated through the system designed which used the audio file as source data to generate the image of the stuffed toy then handmade it. The system can be used in various ways.

Experiments have done including
· asking ten people the same question and generate toys for each one to compare the differences;
· asking people to describe the old photos of them and making wearable generated stuffed toy which enable more intimate connections. 

The generated stuffed toy transforms the memory and feelings described in audio format to the interactive stuffed toy. The toy is the embodiment of the personal information in the form of a soft sculpture. 


Spinning Duck Diy SynthesizerđŸŽ”2024
The Spinning Duck Diy Synthesizer is a modular synth with fluffy and soft interface that is different to normal metal/wood synth. Spinning the duck on the lake to modulate the sound.
Carrier: Paper 📍 2022
We see papers every day, everywhere. As a carrier, the paper carries information, meaning, and witnesses and records events.  

However, only in a particular time and place, within particular discourse,  it can tell the whole story it carries, and present the things, make people understand.  The information on the paper is so rich in content, but it is distorted often. For the papers from a long ago, the information on it doesn’t fit in the discourse at the present and is full of the signs of the time. For the papers with a format and be used in routine, our sight focuses only on the particular place where we get the key information. As soon as moving it away from the discourse it stands in, the highly recapitulative and abbreviatory grammar makes people confused. For papers with images on it which is constructed with countless dots, it is a snapshot being frozen, clear or blurred, in different resolution ratios, will the audience receive the same information?  

Therefore, we amplified the distortion of the information paper carries,  we mixed information on it complete random without foundation, on the same carrier, back to the same discourse, to examine the distorted information again, focus on every letter, focus on every dot, try to fathom the information it present. Or we won’t try to figure it out, we investigate the carrier which is always neglected. Is it thick or thin, hard or soft, back to the paper, does it carry other information as well?      

Cage (Group Project) đŸ‘¶ 2023
Cage is an interactive installation discussing the education and gender issue in traditional Chinese family. This piece consised of interactive objects, animation and interactive sound. 

To present a natural narrative space, we decided to restore the living room of a traditional Chinese family’s house to invite the audience to interact with the environment. We designed the living room with a projector screen as the background with a TV, a doll that can be interacted with, and a headphone and mobile device set that the audience is required to put on to hear and interact with the audio. The audience is free to enter the room and start interacting with different objects to invoke the related animation and audio. Each interactive method is a signifier of issues including gender education, marriage and reproduction rights that females in Chinese might encounter. The animation visualizes narratively visualizes the issue and the audio plays the debate of female voices speaking on this topic. 

Individually, I conducted research with a research question of how do females in China consider the constraints from gender education, marriage and reproduction rights happening to themselves. The sound was the digital media I used as an interactive element of the installation. I designed the interactive audio with two channels playing separate sound clips from opposite viewpoints.


K & Mum  🎼 2019
This game is inspired by the change of relationship and interactions between my mother and me. I went to my primary school to photograph the mothers and daughters and discovered some interesting interactions. For example, mothers carry the schoolbag and clothes for the daughters and daughters hold mothers’ hands tightly. I interviewed several daughters at 18-20 about their interactions with mothers. The most intimate interaction between them and their mothers is through hands. Therefore, I started recording my interaction with my mother within a week to discover some special or intimate interactions through hands mainly. I picked out 6 interactions to present in the game. 

My mother had less chance to take part in my activities after I grown up. When I was playing games, she stood beside me watching and being afraid to disturb me. I also want to explain my interest to her but did not find the proper way. Therefore, I want to design a game that I can play with her which will remind us of the time when I was little. The story of the game is a common day of the little girl K and her mother but emphasis the interactions by making these interactive to the players. Every time “K” interacts with mother, she will grow up a bit, but the mother will also grow elder. Every time “Mother” interacts with K, she will grow elder without K changing. By this I want to express that if we act more care to our mother, we will grow up together with mother, relatively mother will be elder sooner than we expect.

This game is also prepared for every mother and their child, especially the grown-up ones. By playing this game, I hope it will remind them of their childhood with mother and can also create a chance for them to spent with mother playing like what they usually did in childhood.


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