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Memory in the Mist

orthogonal view of scene "Maze"
orthogonal view of scene "Maze"

This is a game built by Lu Lyu and Heidi He. Shadowing in a hazy environment representing our memory, it roots in scenes and abstract elements derived from Hui Style architecture. The user wears a EEG headset in which their emotion drives the environment and pushes a simple storyline.

What is Hui Style Architecture and Why?

Hui-style architecture, prevalent in Anhui, China, employs bricks, wood, and stone, with timber frames as key structures. Featuring wooden beams for support, parapet walls made of bricks and rocks, and adorned central rooms with painted beams and carved eaves, it reflects a distinctive blend of natural and artistic elements. This architectural style is a crucial element of Huizhou culture, emphasizing local materials and cultural identity.

picture of a Hui village
picture of a Hui village

Both Lu and Heidi hail from China, where they were surrounded by structures that incorporate elements of this prevalent aesthetic. Lu, a Kinect sculpture artist, has consistently integrated Hui-style aesthetics into her artwork, blending movement into sculptures. Such as her past work "Folding Qingguo Alley." Hui-style architecture not only resonant with their memories, but also exudes a serene and peaceful elegance that fosters an atmosphere conducive to reflection and deep soul-searching.

What is EEG and What can it do?

EEG, or Electroencephalogram, captures brain signals. Utilizing a commercially available headset with electrodes on the scalp, Lu and Heidi retrieve real-time EEG data to read the user's emotions. The practice of using EEG data for responsive environment derives from Heidi's previous work with William Qian - "Neuroadaptive architecture in VR." In this game, they link the user's emotional state and responses to dynamically drive the environment, creating an immersive experience where the user not only observes but also emotionally connects with the unfolding journey of memories. The emotional states used in this game are Focus, Excitement, Interest, and Relaxation. Unlike games where active and intensive character control is required, this game focuses on providing a user experience where individuals feel their emotions, connect with themselves, and establish a deep, calming connection with the unfolding story.

Sample Scenes:

Here are some sample scenes for the game. See full demo in the video.

scene "Hills"
scene "Hills"
scene "Prelude"
scene "Prelude"
scene "Windows"
scene "Windows"

Here is a video demo of our game: