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SIHUI

登月计划——
后人类感官实验

Post-human Sensory Experiment

​VR Game, Mockumentary, AR | 2021 | Team Project

The wave of technological advancement has granted humans unprecedented sensory extensions and a wealth of visual entertainment, yet it also challenges cognitive boundaries. Creators of technology are now being consumed by their own creations, trapped in the dilemma of post-humanization.

This work primarily uses VR gaming to reconstruct multi-perspective narratives, allowing players to piece together the "truth" of an office scenario by shifting between different viewpoints. Through this immersive experience, players explore the self and other perceptions of digital humans. The exhibition replicates this "Post-Human Sensory Experiment" using trailers, mockumentaries, AR, and manuals, creating a hybrid reality that provokes deep reflection on the crisis of sensory intrusion.

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The advancement of computing has led some to anticipate the challenge of "intelligent consciousness." In response, they established the Human Consciousness Research Society and launched a series of experimental initiatives, recruiting volunteers to build a consciousness database and the first virtual incubator, aiming to explore new directions for human intellectual evolution.

The first phase of this initiative was the Sensory Experiment. The Moon Landing Project originated from a 1960s brain potential experiment initiated by the Society. Following the announcement of the Apollo program, the Society saw an ideal experimental opportunity and founded the Moon Landing Corporation to participate in the Apollo missions.

Trailer

Mockumentary

VR game

Players navigate the VR game by switching perspectives to uncover the "truth" behind an office scenario. This immersive experience allows them to explore how digital humans perceive themselves and others, while confronting the hyper-extension of their own senses and reflecting on the crisis of sensory intrusion.

VR Game Perspectives

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Perspective 1

Enter the Moon Landing Company, talk to the characters, and gradually unlock the next perspective according to the prompts.

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Perspective 2

In this perspective, the scene is perspective, and players can find clues from things that are not perspective.

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Perspective 3

Players use the interface to read other people's information to unlock the next perspective.

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Perspective 4

Objects are transformed into phonemes, and players can tell whether they have found clues by touching and listening to the sounds.

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Perspective 5

​All characters are staring at the player. Going to the monitoring room will tell you what happened and unlock the next perspective.

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Perspective 6

​In the toy house perspective, players can grab models at will and find the path to the next perspective while having fun.

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Perspective 7

​This perspective has safe passage signs set up, and players can find a way out according to the signs.

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Perspective 8

After the virtual boundaries gradually collapsed and everything was misplaced, the truth of the world lay in the endless black hole.

​​Creative Process

1.Themes

In this new era of technological advancement and data interconnectivity, humans are granted unprecedented sensory extensions, yet simultaneously bombarded with overwhelming visual stimuli that challenge cognitive boundaries. Creators of technology are now enslaved by their own creations, subjected to invisible information control and surveillance, becoming slaves to their senses. This marks the dilemma of post-humanization.

2.Elements Extracted
In the era of big data, privacy is laid bare.
High circulation of information places people in a state of voyeurism and being voyeured.
Reality is replicated as a dollhouse, subject to arbitrary control.
Face-to-face communication is replaced by interface-based exchanges.
The line between reality and virtuality gradually collapses and shifts.
All entities are transformed into data points, reduced to informational phonemes.

3.Tools Utilized

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