Stories of Mathtopia is a series of storybooks that aims to introduce intricate mathematical concepts to children via unconventional methods.
The goal is to create a joyful and engaging education system by crafting narrative episodes with imaginative visuals to unfold difficult math ideas that appear from secondary school to A-level education.
Through an interactive Virtual Reality (VR) experience, the readers can immerse themselves in the 3D environment depicted within the narratives, thereby enhancing their engagement with the story.
A Stone’s Throw Away is a sequential gameplay VR projection, extrapolating a human-directed lifestyle in response to environmental concerns and technological adaptation.
Through speculative fiction, this project explores the impending future being as suggested – as being a stone’s throw away. The speculated situation of what human lifestyles could become in the year 2222 lies in the curated digital environment, coupled with subtle cues that suggest the deconstruction of primitive instincts and disruption to our social nature.
The curated digital environment reflects what I believe to be the ideal scenario of lifestyle evolution — a reference to our reliance on science and technology as a coping mechanism to adapt and improve the quality of living with our situation at hand.
My vision for this project is to connect design and art with real-world issues, making a visionary prediction tangible and impactful for participants, simulating a day of living in the future, all within a 5-minutes period. This sequential game-play projection is designed to provide an illusion of a unique experience for each participant, bringing the participants on an endless loop of a day spent while given an illusion of choice.
into neVeRland is a phygital puzzle game. It involves using a headset to extend and bridge the physical world, portrayed using AR (Augmented Reality), with the digital world, portrayed using VR (Virtual Reality). Portals are the main element that bridge these two realities, allowing for a seamless transition and transporting the player to worlds of fairy tales and fantasy.
Under Control is a virtual reality (VR) narrative about obsessions and compulsions. This project aims to explore ways in which immersive design can present obsessions and compulsions; to help visualise how they can start small, but slowly become hard to control.
This installation brings participants into a virtual room, where they will be able to better understand how different obsessive thoughts can manifest in one’s daily life.
With every compulsive action taken to relieve an obsessive thought, they will see that it comes back again stronger, with the obsessive thoughts eventually consuming the entire space, leaving no room or time for anything else.
Pandera is a Virtual Reality Interactive Storytelling Experience done through graphic novel-styled environmental storytelling. It tells the fictional story of the Chimeric Pandemic in Singapore in the year 20XX, where the infected turn into Mutants.
In this simulation, you play as a child exploring and navigating the streets of a monochromatic Singaporean neighbourhood while on the way home from quarantine in the hospital. Struck by a long-running pandemic, the neighbourhood is no longer how you remember it to be.