Luxominoes is a light product that takes the form of three dimensional geometric shapes, which were inspired and designed with the idea of deducting parts from a whole shape.
Fine Art Portfolio + VR
Virtual Art Gallery is a virtual reality project to show my past art works between 2009 and 2014. The audience could wander around the three-dimensional environment and view the various artworks including paintings and sculptures that are displayed in the hallways and open arena of the Virtual ArtGallery.
The users with VR devices need a different user interface from other digital devices due to the physical limitations arising from the design of the VR device. When wearing the device, the users basically have a screen that is mounted right in front of their eyes that blocks viewing real life situations. This may pose the users in danger where they may bump into objects or fall. Often, the users may also feel sick or dizzy due to the experience they have. Therefore, I decided to create a three-dimensional space where the users are anchored in the center of the space and could rotate 360 degrees in the virtual environment to view the art works.
These are my paintings from my university years when I mainly used acrylics as a medium to express my thoughts and beliefs. I explored creating complex structures from visually repetitive designs and physically repetitive techniques. My theoretical idea allowed me to develop a “kinetic” quality to my paintings and sculptures, where my artworks not only embodied visual movement but also entailed idea of advancement as something new was created from repetition. The paintings on display in the "Virtual Art Gallery" are some of the paintings that best represent my ideas.
I applied the same concept of repetition into my sculptures, repeating geometric shapes and actions to produce three-dimensional objects using various mediums. As I used my technique, I started to question what it would be like to have a machine create these objects on my behalf. Furthermore, I wanted to find out what role we as artists (and/or humans) could play to use technology to make a better life. To get these questions answered, I decided to enroll in Masters of Fine Arts in Design and Technology at Parsons School of Design in New York
VR technology has expanded the possibilities in the education field as people can now learn new contents in a more immersive environment where people are engaged physically and psychologically than just reading textbooks. “Hangul” is a virtual reality game that allows people to learn how to read Korean alphabets by interacting in the virtual space using cardboard VR devices.
These are the Korean alphabets or Hangul, divided by consonants and vowels in two colors: red and blue. The number of color was limited to keep the aesthetics of the virtual space minimal, but also to help players distinguish the difference between consonants and vowels visually.
Korean Alphabets may look hard to read like one of those pictorial languages but it works like alphabets. Each letters of the alphabet has its own pronunciation and apply the rules above to be able to read. The random given words for the game is going to be loanwords that are used commonly in Korea, but also Americans or non-Korean speakers to have easy access of learning the alphabets without any troubles.
The virtual environment is going to be divided into two parts in the 360 degree environment with anchored position in the center for the player. The rules of the Korean structure, Consonant + Vowel and Consonant + Vowel + Consonant, helped me to design the virtual environment by arranging the letters left (Consonants) and right (Vowels).
To begin the game, the players have to look down to 45 degree angle to see the given words and start to look around and listen to the sounds and click the right letter to move on to the next word and keep continue playing till they recognize all the alphabets.
#OOTD is a conceptual work of a mobile app for people who struggles not knowing what to wear for the day. Based on daily bases, the app will pull out what has people worn or wearing on that day in the same city by pulling out the hashtag photos or data from Instagram. Along with my interest in fashion and trying to solve a daily life problem that many of us have especially living in cities, I came up with this idea as a digital product concept with the already existing product, smartphone.
Runway AR is a conceptual work of a mobile application that the audiences who attend the show can scan designed codes to view the details of the clothes and models' profiles.
The Users would have to Scan this card to view the details of the show.
Repeat After Me
"Repeat After Me" is an interactive installation with a combination of a physical and digital game, which is a cooperative game that two players need to work as a team: One player controls the mouth shape and the other player goes in side the mouth and shake the uvula. Inside the big physical object of a mouth, a screen is located on the uvula where people can see various of words showing one after the other. The goal is to finish all the given words in a short period of time and try to beat other teams' scores.
The work was done by: Andrew Park, Courtney Snavely, Ray Hung, and Pengpeng Yu.
🎮 Exhibition at Baby Castle, N.Y. 2016 and Playcrafting Winter Expo, N.Y. 2017.
Repeat After Me
An image of the Exhibition at Babycastles, 2016
Our group task was to make an innovative and interesting game controller with skills of what we had. We as artists and engineers wanted to make a controller that people can be engaged and interact with the game physically. Further, our group wanted to make something in a large scale so that the controller would be hard to control with one player.
"Repeat After Me" is an interactive game that two players work together to modify the lip shape and vocal modulation in order to mimic various mouth's sounds. The goal is to complete the words shown on the screen as fast as you can, which later shows the result on how long it took to complete.
My role in the team was mostly to build the physical objects, install the work, and strategize user flow of the interaction and design the physical object or the product.
One of our challenges through out this work was to create a user flow of how to make people to be engaged with this large scale object and made a decision of making a demo video of how to play the game when there are no physical interaction with the controller.
One of the roles for the team was designing the screen for the game and this is the final version of the introduction screen.
Comfort Women is a hologram kit that introduces the comfort women, but also to understand the meanings behind the memorial statue.
The kit includes a hologram display panel and a booklet to enhance the understandings of the real statue that are located in different countries including Korea, Japan, USA, Australia, etc.
History in Emoji
"History in Emoji" is a conceptual work of a mobile application for millennials to rethink the way of sharing history within the use of emojis.
The work was done by a team: Andrew Park, Mikei Huang, Iris Qu and Qinzi Tan.
🎖 First Place in Most Creative in 2015 A&E Network History Channel.
History among millennials are one of the boring subjects that many do not like. Our group worked to figure out how we would help them to entertain but still pass on the information of historical events. The solution was to use something visual over linear texts, which we end up coming up with a solution was using Emojis. The use of Emoji are popular digital pictograms among millennials or younger generations that appears in texts, emails, and social media platforms. The characters are generally used as a comedic form of communication, but have a rich and complex socioeconomic history that are strong enough to communicate with others.
The comparison between Visuals and Texts
"Type Art" is an online platform or a website where people can create their own artworks by pressing different alphabets on the keyboard. By the playful interaction, the users will have an experience of filling the white canvas with brush stroke images that appears in random positions.
Demo Video of "Type ART"
Typography designed with acrylic brush strokes and photographs of different people's hands.