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Immersive Head-mounted VR / Animated Film

Showcased at London Design Festival & Unit 8 Copeland Gallery

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Welcome to the Uncanny Valley... it is an actual place. Created playable virtual world by Unity. ImmersiveVR/WebGL that transforms a psychological theory into spatial experience, positions space not as neutral background but as an affective system capable of shaping experience.

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Welcome to the Uncanny Valley is an immersive VR installation that transforms a psychological theory into spatial experience. Participants navigate digitally reconstructed environments that feel eerily familiar yet wrong, evoking unease through distortion, tactility, and sensory collapse.

 

The environments are composed of 3D-scanned public spaces, including stations, corridors, and transit interiors, captured using photogrammetry. The resulting virtual world retains broken textures, warped geometry, and spatial glitches. These fractured surfaces intensify the sense of claustrophobia, disorientation, and emotional instability, turning everyday architecture into something unsettling and unresolved.

 

Embedded within the architecture are lifelike human forms that collapse the boundary between body and environment. Outside the headset, a hyper-realistic silicone face—identical to one seen in VR—invites physical touch. This tactile element bridges digital simulation and material reality, deepening the embodied experience of the uncanny.

 

The work reflects on the emotional charge held within public infrastructure: spaces we move through daily, often without noticing. By manipulating their spatial and material coherence, the installation surfaces the latent psychological tension embedded in the familiar. It invites viewers to consider their role within these environments and the narratives we construct through movement, memory, and presence.

 

Through photogrammetry, simulation, sound, and sculptural intervention, Welcome to the Uncanny Valley positions space not as neutral background but as an affective system capable of unsettling, reflecting, and shaping experience. It operates at the intersection of digital realism and psychological inquiry, where design becomes a way of revealing what often remains unseen.

Tool: Unity, LiDAR 3D Scan, Blender

Navigation Video of the Uncanny Valley... it is an actual space. (Playable experience)

VR walkthrough of the virtual world: the Uncanny Valley

 

Welcome to the Uncanny Valley explores the relationship between fascination and the uncanny, specifically, how I can evoke feelings of the uncanny in visual media and reality, learning from filmmakers, Gothic Literature, movies and animation. The research method captures the uncanny element from the angle and perspective of its influence upon humans and their fear – how the uncanny incites fear and its mechanisms. This project is a body of work that examines the close proximity between the realistic and the eerie. In this piece, I have 3d scanned my everyday life and places like school hall, bus, underground station, and my own design process of making plaster face cast. I have imagined the Uncanny valley as not just a theory but an actual place, and I have experienced it first hand.

Installation

Artefacts on display

When doing the project, I created a body of work that examines the close proximity between the realistic and the eerie by exploring the deviations from the faces depending on the shrinkage of alginate mould. During the process, I researched and became familiar with biomaterials. I also found an adapted, cheap, simplified gelatin recipe that functions similarly to silicone but in a formulation that can be remelted, reused, and recycled.

Dissolving Realities: Point Cloud Experiments

Featured in London Design Festival, Goldsmiths official Instagram, Golddust, Unit 8 Copeland Gallery

2022

Camera AR track, LiDAR 3D scan, Blender,  Sound Design

I like to 3D scan liminal places in daily life to document extra dimensions of reality, turning mundane life into cinema. Moreover, I want to warp how we see reality by building tension with camera movement. I capture the surreal yet daunting world of our hazy dreams and memories and let people wander in this place where the rules of the universe do not apply. I embrace photogrammetry's fuzzy texture and imprecise nature instead of trying to get close to photorealism. I find this more authentic to reality as there are different ways of seeing it, and this is how I see it. Now seek your broken and missing jigsaw puzzles in this space, and as you revisit it, the old memories are revived piece by piece.

Above is the documentation of the process in making the project. 

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