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数字蜂群
Digital Swarm

 
作品类型:展厅设计
技术:Midjourney  | Photoshop | Canva
创作时间:2025
Work Type:  Exhibition Design
Technology: Midjourney  | Photoshop | Canva
Creation Time: 2025


“数字蜂群”项目通过虚拟现实技术重构信息传播的五个关键阶段:从“无意识的采集”,到“系统化的情绪加工”,再到“群体感染式的传播”,最终演变为“情绪失控”与“信息危机”。项目以第一人称沉浸视角展开,观众戴上VR设备后,将化身为一只数字蜜蜂,在由虚拟建模构成的信息生态中体验完整的信息流动路径。
五个核心阶段包括:
采蜜(信息收集):观众漫游在一个梦幻虚拟花园中,以手势或眼动选择互动“花朵”,采集代表不同信息类型的“花粉”。系统并未提示这些选择的立场或偏向,观众误以为仅在“玩游戏”。
酿蜜(信息加工):采集内容进入一个六边形蜂巢工厂,观众看到系统如何将花粉转化为信息蜜液,颜色变化暗示情绪偏向。此过程由算法自动完成,观众难以察觉加工过程的倾向性。
群体传播(信息放大):观众进入一个动态社交虚拟空间,看到他人选择的数据可视化结果,系统根据“互动密度”制造舆论偏流与情绪扩张,模拟现实中社交媒体的信息感染与极化。
蜂群崩塌(信息危机):空间快速崩解,画面闪烁并展示虚拟现实“崩坏事件”——如假信息引发的集体恐慌、伤害、群体攻击。观众看到自己此前行为与整个危机演化路径的连接图谱。
反思空间:一切归于沉寂。观众置身于纯白空间中,通过手势或语音留下一句自我反思语句,也可以选择“删除”或“保留”自己的数字足迹,以决定是否“成为下一个传播者”。
项目利用VR构建极具沉浸感的情绪路径,从好奇、惊奇到焦虑、震撼,最后归于平静思考。在虚拟环境中,视觉、听觉、触觉(震动反馈)共同作用,使信息过程的“结构性失控”得以具象化,引导观众感知“非中立的参与”,唤起观众对自身数字行为的反思与媒介素养的提升。



The “Digital  Swarm” project reconstructs the five key stages of information dissemination through virtual reality: from unconscious collection and systematic emotional processing, to viral group transmission, and finally the collapse into emotional overload and information crisis. Presented in a first-person immersive perspective, participants wear VR headsets and transform into digital bees, experiencing the entire pathway of information flow within a virtual ecosystem.

The five core stages include:

  • Honey Gathering (Information Collection): Participants wander through a fantastical virtual garden, using gestures or eye-tracking to interact with “flowers” and collect pollen representing different types of information. With no cues about stance or bias, participants believe they are simply “playing a game.”
  • Honey Making (Information Processing): Collected content enters a hexagonal honeycomb factory, where participants observe pollen being converted into information nectar. Subtle color changes suggest emotional bias, yet the algorithm-driven process remains opaque and largely imperceptible.
  • Hive Transmission (Information Amplification): Participants enter a dynamic social virtual space and witness the aggregated choices of others as data visualizations. The system manipulates “interaction density” to simulate opinion bias and emotional escalation, reflecting how social media drives polarization and contagion.
  • Hive Collapse (Information Crisis): The environment rapidly disintegrates into a visual “collapse event” triggered by misinformation—collective panic, harm, or mob aggression. Participants are shown a network diagram linking their earlier actions with the unfolding crisis.
  • Reflection Space: The world falls silent, leaving participants in a pure white space. Through gestures or voice, they can leave a self-reflective statement, or choose to “delete” or “preserve” their digital footprint, deciding whether to “become the next propagator.”
By constructing an immersive emotional pathway—from curiosity and wonder, to anxiety and shock, and finally to contemplative calm—the project makes the structural instability of information processes tangible. In the VR environment, visual, auditory, and haptic feedback converge to expose the dynamics of “non-neutral participation,” guiding audiences to reflect on their digital behaviors and enhancing media literacy.