ZIYAO ZHANG
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I’m Ziyao, a creative technologist and innovation designer in New York City.
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📷☁️ CATCH THE HEARTS03/2022
Individual Project
#Immersive Experience
#Virtual Reality
#Multi-Perspective NarrativeIntroduction
CATCH THE HEARTS is a virtual reality (VR) interactive experience inspired by claw machines, designed to cultivate children's empathy and social cognitive skills through a multi-perspective narrative with emotional and cognitive layers. The experience not only mimics the fun of grabbing a real claw machine, but also makes players feel the complex emotions of being manipulated while manipulating the claw machine. Through clever design, players are not only the “grabbers” in the game, but also the objects being “grabbed”, and they can even observe the entire process from a “God's-eye view”. This multi-dimensional experience is designed to help children better understand the feelings of others and enhance their emotional understanding and social skills through emotional communication and interaction.
Concept
Inspired by claw machines, this simple yet challenging game often attracts children and adults alike. By grabbing the seemingly unattainable doll, people experience a variety of emotions, including joy, tension, and frustration. The core concept of the project is to leverage these emotional fluctuations and combine the process of grabbing the doll with the cultivation of empathy. By simulating different perspectives (player, doll, and bystander), the project allows children to experience the helplessness of being “grabbed”, the sense of control of manipulation, and the insight of observing the big picture, thereby enhancing their multi-dimensional understanding of emotions.
This interactive experience also introduces a setting for parents and children to participate together, so that parents can experience what their children feel when facing challenges from their perspective, and promote emotional communication between parents and children. Through this innovative and emotionally profound experience, children not only learn how to empathize with others, but also strengthen their social interaction skills through play.
Goals
- Cultivate children's empathy: Through the multi-perspective VR narrative experience, children can perceive changes in emotions from the perspective of different characters, experience the role switch of manipulating and being manipulated, and stimulate their understanding of other people's feelings, thereby cultivating empathy.
- Promote parent-child interaction: The project design deliberately incorporates a dual experience line for children and adults. By switching between different perspectives, parents can better understand their children's emotions and improve the quality of parent-child communication.
- Exploring the possibilities of immersive learning: By combining abstract emotional education with concrete gaming experiences, the project hopes to provide an innovative immersive learning platform for the development of empathy and explore the potential of virtual reality in emotional education.
- Multidimensional emotional perception: By switching between character perspectives, the project studies emotional fluctuations in different situations and explores the relationship between emotional interaction and gamified learning.
Application Scenarios
- Educational field: The project can be used as an innovative emotional education tool in school curricula to help teachers cultivate students' social and emotional skills through virtual reality technology. It is especially suitable for cultivating empathy and emotional management skills in children aged 5-12.
- Combining family entertainment with education: The project is designed to combine family entertainment with educational functions, encouraging parents to participate in the game with their children, and promoting emotional communication and understanding between parents and children while enjoying the entertainment. This mode of interaction not only helps strengthen family relationships, but also helps parents better guide their children's emotional development.
- Psychological intervention and rehabilitation training: The multi-perspective switching and emotional perception design of the project can be used in psychological treatment, especially to help children with emotional disorders better understand and express emotions through immersive experiences, thereby assisting psychological intervention and rehabilitation training.
- Culture and entertainment industry: As a VR game experience that is both entertaining and educational, the project can also be used in theme parks, game centers, museums, and other settings as a basic edutainment immersive experience that attracts families, educational institutions, and children's groups.