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Other Spring - U.N.O.

U.N.O.
/wu.no/
Universal - Network Observer

OTHER SPRING is a research essay, a virtual world, and a short film. The project is inspired by an ancient Chinese fable THE TALE OF THE PEACH BLOSSOM SPRING about a fisherman accidentally venturing into a mysterious peach blossom spring that is surrounded by a thick fog.

OS critically investigates the societal implications of computational mediation, automation, and AI. Drawing from ZZYW's research paper Computational Haze, the project comprises a virtual world and a short film exploring the potential of ‘heretical computing’ (based on a lecture by Alexander R. Galloway, 2020) to challenge the monolithic idea of efficiency and precision that characterizes our contemporary information society.

Full film at the VH Award Archive: https://artlab.hyundai.com/editorial/watch/the-5th-vh-award-zzyw-other-spring

CREDITS
Created by: ZZYW(Yang Wang & Zhenzhen Qi)
Creative Producer: Matthew J.X. Doyle
UE5 Technical Environment Artist: Cecil Boey
Worldmaking Architect: Mehrdad Ranjbar
Research Architect: Junling Zhuang
Film Editor/Graphic Designer: Qinru Zhang
Music Composer: Maxwell Sterling

Tileable textures and patterns for building wall facades created in Substance Designer.

Tileable textures and patterns for building wall facades created in Substance Designer.

This is a completed shot displaying the effects of information in optic fiber cables zooming into the Data Center.

For the Data Center spheres, I created a custom digital banding effect that can be fully customized. The core components of the shader include: Creating the bands in X/Y/Z directions, randomized UV grid noise, and swappable textures.

For the Data Center spheres, I created a custom digital banding effect that can be fully customized. The core components of the shader include: Creating the bands in X/Y/Z directions, randomized UV grid noise, and swappable textures.

A rundown on using exposed parameters to adjust to the effects according to artistic needs.

For the transparent Observation Center spheres, I designed the shader to manifest a warp effect by creating 2 core components: distorting the IOR from UV radial noise applied to custom Textures, and masking the effects with Fresnel.

For the transparent Observation Center spheres, I designed the shader to manifest a warp effect by creating 2 core components: distorting the IOR from UV radial noise applied to custom Textures, and masking the effects with Fresnel.

A rundown on using exposed parameters to adjust to the effects according to artistic needs.

Cable animated shader:
1. Early version using digital textures from Substance Designer and scan effect.
2. Optic fiber visuals using transparency with light pulsing effects.

Cable animated shader:
1. Early version using digital textures from Substance Designer and scan effect.
2. Optic fiber visuals using transparency with light pulsing effects.

The cables are generated procedurally using Houdini with offset parameters controlling the curve strength for each cable. 

Cables are also simulated using Vellum and baked onto a VAT for playback in UE5.

The cables are generated procedurally using Houdini with offset parameters controlling the curve strength for each cable.

Cables are also simulated using Vellum and baked onto a VAT for playback in UE5.

Cable swing playback in UE5.

Cable swing playback in UE5.