# data[].attributes.body
A website showcasing my research findings and data, including charts and visual information.

A challenge area for Black Myth Wukong, where each audience member can challenge the same boss for 5 minutes, ranking time, and receive rewards for the shortest time spent.

Audience feedback area (optional), players can scan the QR code to fill out the game feedback form.

# data[].attributes.body
A short animation was created to introduce the background of the game, intercepting a portion of the game as a way to get the player's attention. A video of the making of the game will be added later.

Created some stickers of the main characters of the game, which the player can get by trying the game.

Posters were created to attract the audience's attention to try out the game.

# data[].attributes.body
1. A website includes:

(1) A music audition experiment (With test paper, after the visitors finish filling it, they can get a gift)

(2) Guidance to create AI music and link to Suno (If it won't work, then a music creation game by Processing and Arduino will replace it)

Status: some parts were prepared and need to be embedded into the website)

2. NFC Poster (Waiting for decoration)

3. CD Installation (Waiting for decoration)

4. Photography Props (Some are prepared and others are waiting for delivery)

(Social Media Promotion will start on Thursday or Friday)

# data[].attributes.headline
A poster to collect audience ideas (to be printed by the school)

# data[].attributes.subject
A poster to collect audience ideas (to be printed by the school)

# data[].attributes.body
For the rest of the content, I will use felt boards and self-made blackboards.

# data[].attributes.body
·A website targeting student audiences

--The content inside comes from the interviewee and has been anonymized

--Basic introduction to research and exhibitions

--Chinese language, as it is closer to the target audience.

·Two gifts

--If the audience is willing to write down their views and paste them on the KTB after browsing the website, I will give them a lottery ticket as a gift

--If they are willing to participate in the interview, I will give them a beautifully packaged flower as a gift

·On site layout:

One felt board and one blackboard are used to highlight the exhibition theme, and one KT board is used to convey the audience's viewpoints.

# data[].attributes.body
Completed part:

-Perler bead material preparation

-Social media( IG& rednote) check-in part

-Website planning and design

-The profile:

Have you ever imagined that an AI could become your “friend” in a game?
This exhibition explores real stories of Chinese players who use AI companion software. Through interactive gameplay in Stardew Valley, side-by-side AI vs human mode challenges, and hands-on DIY character crafting, you’ll step into the everyday world of virtual companionship.
More than just a showcase of technology, this is a space for reflecting on emotion, loneliness, and digital social life. Whether you're a gamer, an AI enthusiast, or someone interested in gender and emotional connection, you'll find something here that speaks to you.
Come and experience an AI companionship that feels surprisingly human.

Pending part:

-Website development

# data[].attributes.body
1. Materials & Venue Setup:

Layout planning and craft material procurement completed.

Participant cap initially set at 50 (booking system configured).

Additional slots/materials will be arranged if demand exceeds expectations.

2. Pre-launch Hype:

WeChat Moments repost campaign (2 days prior to exhibition).

Users who collect enough likes can redeem gifts on-site.

3. On-site Operation:

Creator will assist visitors based on the booking list.

# data[].attributes.body
01 Rui Tang

02 Wenxuan Yang

03 Junyuan Shao

04 Yiqian Ma

Reason:

There are no specific requirements for space, and the project content is somewhat similar, which can attract audiences of the same type to visit and interact in the same space.

# data[].attributes.body
05 Tingyu Fan

06 Shihang Pang

07 Yongning Li

08 Peiqing Zhang

Reason:

We want a larger space that doesn't interfere with our own lighting design. The sound environment of this room also meets the requirements for specialized sound design, as there aren't many materials that would affect or dampen the sound.

# data[].attributes.body
Social media promotion, using WeChat, Weibo, Tiktok, and other platforms to release exhibition information, including exhibition introduction, highlight exhibits, etc. Create short videos showcasing the application of traditional Chinese cultural elements in some video game works, attracting users' attention and sharing.

﻿

Place a computer and showcase independently developed video game works that integrate traditional Chinese culture. Display of accessories products, showcasing cultural and creative accessories products designed and produced based on video game works and traditional Chinese cultural elements, such as Chinese-style bookmarks printed with game character images, phone cases inspired by traditional patterns, puzzles with game scenes, etc. These peripheral products can visually reflect the integration of traditional culture and video games and serve as souvenirs for exhibitions, increasing interactivity.

# data[].attributes.body
My dissertation examines how otome game players build identity through virtual romance. I chose Love and Deep Space as my case study because it creatively mixes sci-fi storytelling with dating simulation. Players strengthen their identity as "virtual partners" by collecting character merchandise and joining online events.

This exhibition brings my research to life with three main goals: First, to turn academic theories into hands-on experiences; Second, to show the public the creativity in otome game culture; Third, to give game developers visual examples of what players want emotionally.

My target audience is anime fans aged 20-25, especially otome game players. They can join by signing up to make "badge toppers" (decorative backings for character pins) or by taking photos at our check-in spots. I've designed a share-and-like reservation system - posting on social media with 20 likes gets you a spot. This helps manage crowds while spreading the word.

For promotion, I'll use a three-step plan:

Before: Post how-to videos on WeChat

During: Live-stream workshops on Xiaohongshu

After: Create a permanent online gallery of visitor creations

The exhibition will have two main areas:

1.An interactive zone with computers showing fan-made content

2.A craft station with limited materials for making badge toppers

All finished pieces will be photographed and shared on my website with permission.

For copyright:

1.All game content will follow fair use rules

2.Crafting tools will use original designs

3.Photos will use CC licenses to meet research ethics

I'll measure success by:

1.How many reservations turn into visits

2.Visitor feedback

Afterwards, I'll organize all data into visualization to keep sharing what we learn.

# data[].attributes.body
Dissemination Strategy – How to Promote:

Platform Selection:

Use platforms like Xiaohongshu (Little Red Book), Douyin, and WeChat Official Accounts to share short knowledge posts about virtual cultural heritage. Include a link to my website and encourage users to click on it for more information.

Video Marketing: Create a short (2-3 minute) introduction video to demonstrate how the projects on my website work. → Edit the video into several 15-30 second clips and post them on platforms like Xiaohongshu, Douyin, and Weibo to attract more users.

Current Progress:

1. Collecting Successful Virtual Cultural Heritage Projects: I am gathering examples of successful and well-known virtual cultural heritage projects worldwide

2. Collecting 3D Models from Sketchfab: collecting 3D modeling works related to virtual cultural heritage on Sketchfab.

3. Conducting Interviews with Industry Professionals: I am working on interviewing professionals in the field and gathering their suggestions on cultural heritage digitization.

# data[].attributes.body
1. Multi-platform differentiated operation:

Establish each mainstream social media platform account, respectively publish game pages, trial videos, exhibition preparation vlogs, etc., and show that they are displayed at the graduation exhibition to attract netizens to experience.

2.Topic dissemination:

Create a new tag #lovelygoods #when xx characters enter the graduation exhibition, release character design templates in advance, invite fans to upload their designs, and conduct a lucky draw to give away game peripherals.

3.Quick Experience

In the on-site workshop, original images from the game will be provided free of charge, and the audience will be invited to experience the "10-minute quick badge making" experience for free, and those who wear it on their bags and take photos of the badge will be given small gifts.

4. "Fan Memorial Wall"

The works of the experience will be put on the wall and photographed, and updated on social media accounts.

# data[].attributes.body
Visual effect:

1. Videos can convey information intuitively, and people prefer to see visually intuitive things. Drawing frame by frame animations to represent the story background of the game, referencing the character images, colors, and line styles of Dunhuang murals.

2. Organize game settings for poster production, edit videos of the game's general process and scene design to attract public participation. For example, the character prototypes in the game are created by changing the style of characters in murals, and game props are also real items that existed in the Tang Dynasty. Through the combination of graphics and text, the audience can intuitively and easily understand the story and art of Dunhuang murals.

Social media posts:

Post the video on social media platforms, including WeChat, Xiaohongshu, and Weibo, with tags for Dunhuang and games to attract a wider audience. Combining WeChat articles with videos, using graphic and textual notes with voting on Xiaohongshu, and using topic discussions on Weibo to promote public participation and increase exposure.

# data[].attributes.body
1. Social Media Promotion (Online)

Target Platforms: Xiaohongshu & Douyin (Primary) + WeChat & Bilibili (Secondary)

1️⃣ Pre-exhibition Warm-up (1-2 Months Before the Event)

• [Xiaohongshu/Douyin]: Share one behind-the-scenes update every two days, such as AI music generation processes, installation creation, and inspiration sources.

• [WeChat/Bilibili]: Publish long-form videos or promotional posters explaining the rationale behind the workshop and its highlights. This content is suitable for sharing in personal circles and group chats.

• Hashtags: #AI Music #Art Exhibition #Interactive Experience #Future Music

• Engagement Strategy: Encourage friends and classmates to like, comment, and share posts to increase recommendation rates.

⸻

2️⃣ Online Interactive Marketing (1-2 Weeks Before the Event)

• Social Media Giveaway (Like + Share + Save)

• Example:

🎉 AI Music Interactive Workshop Online Giveaway 🎶

🎁 Prizes: Guitar picks, AI music-themed stickers, limited-edition exhibition souvenirs

📌 How to Participate: Like, share, and save this post, then comment “AI music is cool” below.

📅 Draw Date: May 4th – 10 lucky winners will be randomly selected! 🎊

• Key Considerations:

• Keep the entry barrier low for higher participation.

• Encourage users to follow exhibition updates by engaging with the content.

⸻

3️⃣ Live Streaming & Short Video Promotion (During the Exhibition)

• Douyin/Xiaohongshu Live Streaming: Host 1-2 live sessions to introduce exhibition highlights and allow remote audiences to engage.

• User-Generated Content (UGC) for Secondary Promotion:

• Encourage attendees to take photos/videos at the exhibition and share them with designated hashtags.

• Example Discussion Topic: “Do you think AI music will replace human creativity?” – prompting audience engagement.

2. Offline Interactive Activities (During the Exhibition)

1️⃣ On-site Lottery Zone (Interactive Experience + Prizes)

• Lottery Rules:

• Visitors pay 6.66 RMB per lottery attempt, with a daily limit of two attempts per person.

• Multiple prize pools ensure a high winning rate, making participation worthwhile.

• Visitors who scan a QR code to follow the exhibition’s social media accounts or post photos/videos using the designated hashtags receive one extra free lottery attempt.

• Prizes (Low-cost but Highly Attractive Rewards):

1. S-tier (1%): 1-year QQ Music or NetEase Cloud Music membership

2. A-tier (10%): AI music-themed souvenirs (custom CDs/vinyl decorations)

3. B-tier (30%): AI music badges, foil-stamped tickets, keychains, or printed fans

4. C-tier (59%): Stickers, postcards, handwritten thank-you notes, etc.

⸻

2️⃣ Exhibition Missions + Stamp Collection (Enhancing Engagement)

• Visitors complete designated “mission points” (e.g., finding an NFC tag or playing an AI music game).

• Those who complete three tasks receive an “AI Music Experience Officer” commemorative guitar pick.

3. Additional Promotional Strategies

1️⃣ WeChat Groups + Friendship Marketing

• Create a WeChat Group: Add potential attendees in advance and update them daily on progress.

• Friendship Countdown + Word-of-Mouth Promotion: Post workshop highlights daily and encourages sharing.

⸻

2️⃣ Limited Free Ticket Promotion

• The first 20 users who share the post and receive 50 likes will win a free lottery attempt.

# data[].attributes.body
In my project,

departments with high influence and high interest include: Players and Dunhuang Academy.

The audience players are interested in games with cultural heritage, and players have the right to express their understanding of Dunhuang culture in the game, and even participate in the co creation of game content.

Promote Dunhuang culture through games, enhance public awareness, and promote cultural inheritance. Expand the influence of Dunhuang culture through games and promote cultural tourism. Obtain economic benefits through authorization for the protection of cultural heritage.

High influence and low interests include:

The Government Cultural Administrative Department and Bureau of Culture and Tourism oversee game content to ensure it accurately reflects Dunhuang culture and avoids distortion or improper use. Protect intellectual property rights for content related to Dunhuang cultural heritage to prevent unauthorized commercial use. Approve game projects to ensure compliance with cultural policies and laws and regulations. Participate in game promotion to ensure consistency with Dunhuang cultural image. But they have less interest in the game itself.

Low influence and high interest include: Operation and Marketing Department.

By developing IP, we can increase the commercial value and cultural influence of the game. Through multi-channel promotion, we can expand the game's influence and attract more potential users. Understand users' acceptance of Dunhuang culture through data and adjust operational strategies. By incorporating Dunhuang cultural elements into game design and game peripherals, commercial profits can be achieved. Their own rights are relatively low.

Low influence and low interests include: Visitors with other objectives. People who are interested in other exhibitions have lower interest in games and Dunhuang culture.

# data[].attributes.body
*INTERNAL

Project Team

Classmates/Volunteers

Academic Advisor

*EXTERNAL

Target Audience

University Staff

Social Media Platforms

Gaming Communities

Suppliers

Stardew Valley IP Holder

# data[].attributes.body
Strategies for Managing Stakeholders

High Power / High Interest (Manage Closely):

Academic Supervisor & Faculty, Key Cultural Institutions, Project Team:

• Maintain regular, transparent communication through meetings and progress reports.

• Involve them in decision-making (e.g., design reviews, content validation).

• Seek their advice and input to ensure your project aligns with academic and industry standards.

High Power / Low Interest (Keep Satisfied):

Policy Makers, Major Funding Bodies:

• Provide periodic updates emphasizing the broader impact (e.g., cultural preservation, educational benefits).

• Share success metrics and case studies demonstrating project effectiveness.

• Invite them to key events or presentations to spark greater interest.

Low Power / High Interest (Keep Informed):

General Public, End Users, VR/3D Tech Providers:

• Use interactive elements on your website (e.g., feedback forms, comment sections) to encourage engagement.

• Disseminate content through social media, newsletters, and online communities.

• Host webinars or Q&A sessions to build a community around your project.

Low Power / Low Interest (Monitor, but Minimal Effort):

Media (if not a core target), Minor Internal Admin Staff:

• Monitor these groups for any changes in interest or influence.

• Occasionally share press releases or brief updates without intensive resource allocation.

# data[].attributes.body
Stakeholder Management Strategies

1. High Impact - High Interest

Stakeholders:

• Main Sponsor

• Main Curation Team

• AI Music Company

• AI Music Research Institution

Management Strategies:

Regular Communication: Hold project meetings to ensure alignment with their interests and objectives.

Deep Collaboration: Work closely with AI music companies and research institutions to co-develop exhibition content.

Brand Exposure: Highlight sponsors’ contributions in promotional materials, exhibition spaces, and digital media.

VIP Experience: Offer exclusive previews, closed-door forums, or industry networking events to enhance engagement.

2. High Impact - Low Interest

Stakeholders:

• Museum/Gallery Management

• Relevant Policy Makers

• Technology Suppliers

Management Strategies:

Regulatory Compliance: Ensure the exhibition meets all legal and policy requirements, including intellectual property, privacy, and public display regulations.

Concise Updates: Provide brief yet essential reports to keep them informed without overloading them with details.

Maintain Good Relations: Establish long-term collaborations with technology suppliers to ensure equipment reliability and timely maintenance.

Crisis Preparedness: Develop policy and technology contingency plans to address sudden concerns efficiently.

3. Low Impact - High Interest

Stakeholders:

• AI Music Fans

• General Music Creators

• Relevant Media and Industry

• Relevant Scholars

Management Strategies:

Social Media Promotion: Engage AI music fans and creators through short videos, live streams, and forums.

Open Communication Channels: Organize Q&A sessions, workshops, and online discussions to encourage participation.

Transparency: Share information about AI music generation processes and data usage to build trust with scholars and media.

Interactive Experiences: Provide gamified AI music experiences and online AI-generated music platforms for hands-on engagement.

4. Low Impact - Low Interest

Stakeholders:

• General Public

• Small Investors

• Exhibition Volunteers

Management Strategies:

Mass Outreach: Utilize social media and public communication channels to maximize exhibition exposure.

Lightweight Participation: Enable public involvement through simple activities like QR code scanning and social media sharing.

Volunteer Training: Provide basic AI music training to ensure volunteers effectively support the exhibition while enhancing their experience.

Flexible Investment Approach: Offer small investors concise reports on exhibition impact without requiring deep engagement.

# data[].attributes.body
Internal stakeholders and management strategies：

Exhibition Planning Team

Develop a detailed project timeline with clear role assignments

Establish regular meeting mechanisms to track progress

Create project management documentation for information synchronization

Technical Support Team

Finalize technical requirements two weeks in advance

Conduct equipment testing and system debugging

Prepare contingency plans for technical emergencies

Interactive Zone Instructors

Conduct a two-day professional training program

Develop standardized operation manuals and FAQs

Establish on-site assistance mechanisms

Venue Management Staff

Confirm venue regulations one month in advance

Develop safety protocols and emergency evacuation plans

Coordinate venue setup and equipment installation

External stakeholders and management strategies:

Target Audience (Otome Game Enthusiasts)

Precision social media marketing: Use hashtags and targeted ads

Incentive mechanism: Create photo spots, offer limited merchandise for social media engagement

Experience optimization: Design immersive displays with visual arts and interactive installations

Flow planning: Optimize exhibition layout for comfort and accessibility

"Love and Deep Space" Developer

Submit official authorization request three months in advance

Establish regular communication channels for content accuracy

Strictly adhere to copyright regulations

Fan Creator Community

Invite renowned creators as special guests

Set up dedicated zones for outstanding fan works

Organize creator networking sessions

# data[].attributes.body
1. Game Developers and Studios

Role: Key practitioners who can benefit from research findings to improve cultural integration in their games.

Relevance: Research may provide actionable insights for designing culturally authentic games.

Management Strategies:

Engage with developers through interviews, surveys, or workshops to gather their perspectives.

Share preliminary findings with them to validate practical applicability.

﻿

2. Players/Gamers

Role: End-users of video games who experience the impact of cultural integration firsthand.

Relevance: Their feedback is critical for assessing the effectiveness of cultural elements in games.

Management Strategies:

Use surveys and interviews to gather player feedback on cultural elements in games.

Ensure anonymity and ethical considerations in data collection to encourage honest responses.

Share findings with gaming communities to demonstrate the value of their input.

﻿

3. Cultural Scholars and Historians

Role: Experts in traditional Chinese culture who can provide insights into cultural authenticity and representation.

Relevance: Their expertise ensures that cultural elements are accurately and respectfully portrayed.

Management Strategies:

Collaborate with cultural experts to review and validate your analysis of cultural elements.

Invite them to participate in seminars or workshops related to my research.

﻿

4. Government and Cultural Organizations

Role: Entities responsible for promoting and preserving traditional Chinese culture.

Relevance: Research aligns with their goals of cultural preservation and dissemination.

Management Strategies:

Seek funding or support from cultural organizations to enhance the scope of my research.

Share findings with policymakers to advocate for the use of video games as a cultural dissemination tool.

﻿

5. Academic Community

Role: Scholars and researchers in game studies, cultural studies, and related fields.

Relevance: Research contributes to the academic discourse on cultural representation in media.

Management Strategies:

Publish your findings in peer-reviewed journals and present at academic conferences.

Engage in discussions with other researchers to refine theoretical framework and methodology.

﻿

6. Global Gaming Industry

Relevance: Research can inform strategies for cultural localization and global market adaptation.

Management Strategies:

Collaborate with international game studios to test the effectiveness of the integration strategies.

# data[].attributes.body
High influence, high interest:

1. Game IP owners (game companies):

Holds copyright, which directly affects the survival of the project.

Strategy：Negotiate a “non-profit creative license” in advance, and promise to mark the game's official logo and copyright statement in the exhibition. Plan the “Recommended Fan Works” area to display game-related creations.

2. Social media KOL:

Possesses communication influence and can attract the attention of a large number of viewers.

Strategy：Invite KOLs to experience the workshop and film the creation process in advance. Provide material packages (e.g. game character stickers) to encourage their fans to participate.

High influence，low interest

1. Legal Advisor:

Ensures that the content in the program is legally compliant, but may lack interest in fan culture.

Strategy：Understand exhibit regulations in advance and make clear that uploading infringing and sensitive content is prohibited. Review just key aspects to reduce communication costs.

2. Co-curators:

Responsible for the implementation of the project on the ground, with decision-making power over the flow of activities and coordination of resources.

Strategy：Co-develop the exhibition flow design to ensure the arrangement.

3. Booth Provider (school administration):

Provides resources, but is more concerned with usage behavior and less concerned with research content.

Strategy：Comply with regulations and commit to prominently displaying the school's logo on the exhibition site and tagging social media. Provide footfall data reports to prove the role of the exhibition in attracting traffic to the venue.

Low influence, high interest:

1. Fans who like to create/consume:

Eager to participate but limited individual influence.

Strategy：Set up a “Creator's Story” section on the website to showcase their creative journey and enhance the sense of honor.

2. Independent artists:

Wish to showcase work but lack resources.

Strategy：Summarize consumers' preferred materials, craftsmanship and styles, and display outstanding works to provide inspiration for more designers.

3. Workshop Participants:

Experiencers may turn into long-term fans.

Strategy：Provide “quick achievement experience”, use free production tools or templates to lower the threshold of creation. Provide free production tutorials. Create incentives for participants to photograph and share their work on social media platforms.

Low influence, low interest:

1.Workshop material providers (e.g., badge machine manufacturers):

Provide basic materials, but are highly substitutable.

Strategy：Manufacturer's logos are attached to the equipment, and instruction manuals with manufacturer's information are distributed on site.

2.General Audience:

Pass by by chance or stay for a short time, no willingness to participate in depth.

Strategy：Setting up “photo stops” (e.g., giant badge models), providing templated promotional copy, and guiding one-click forwarding to social media platforms. Offer experiential opportunities to entice transient visitors to try it out.

# data[].attributes.body
Project plan

Build a Dissemination Platform of what? what will it entail? to showcase the achievements in preserving and presenting cultural heritage through 3D modeling, digital restoration.

1. Build a Dissemination Platform:

A website platform and embed cultural heritage 3D models from sketchfab as the core display content. Some 3D models on sketchfab also support VR display. ( I am not very familiar with this feature and need to verify its compatibility with VR)

2. Produce Promotional Short Videos:

Edit together scenes of participants experiencing VR cultural heritage along with clips from existing VR exhibitions to create a promotional video highlighting VR cultural heritage.

· need a computer to play the video

3. Interactive Experience Area:

Provide a VR experience using the Sketchfab models.

Include online questionnaires and a comment section on the website to encourage visitors to disscuss the virtual exhibition and provide project feedback.

· need a computer to display my web pages, and a vision pro to view and experience.

Device Requirements

1. Two iMacs

2. A mouse and a keyboard

3. A Vision Pro (1)

4. A table (1500mmx600mm)

5. A KT board/PVC board (A1 size)

6. A 5-meter-long power strip

7. Computer power cable

8. Access to the internet

# data[].attributes.body
Exhibition plan: I plan to create a game demo of Murals in the Mogao Grottoes of Dunhuang King deer. Created in the Northern Wei Dynasty, the Painting of the Deer King is the most complete and perfect comic strip and one of the most representative murals of the same kind in the the Mogao Grottoes of Dunhuang murals. It mainly tells the story of Shakyamuni's predecessor - a beautiful nine colored deer king who saved a person who accidentally fell into the water and was about to drown, but was betrayed by this person.

This is a decryption exploration game, in which players travel through murals, explore and find clues, and finally uncover the truth to understand the complete mural story. The game will set different game levels, music, and annotations to help players understand the background story of the game.

And have a presentation video of game trailer, showcasing the general game content. This way can help the audience better understand my project, which is inheriting and innovating traditional culture through digital games, and bringing immersive experiences to the audience.

Space: 3m* 3m

Computer and display screen placed side by side

Equipment needs:

2 standards sized computers with 2 display screens (pc or mac does not matter)

2 keyboards,

a mouse,

2 headphones and a split connector to connect the computer to the headphones

a 5-meter socket,

594 × 841 mm (A1) kt board to display a poster,

a table to place the computer and two chairs.

Access to the internet.

# data[].attributes.body
Project plan

Build a Dissemination Platform of what? what will it entail? to showcase the achievements in preserving and presenting cultural heritage through 3D modeling, digital restoration.

1. Build a Dissemination Platform:

A website platform and embed cultural heritage 3D models from sketchfab as the core display content. Some 3D models on sketchfab also support VR display. ( I am not very familiar with this feature and need to verify its compatibility with VR)

2. Produce Promotional Short Videos:

Edit together scenes of participants experiencing VR cultural heritage along with clips from existing VR exhibitions to create a promotional video highlighting VR cultural heritage.

· need a computer to play the video

3. Interactive Experience Area:

Provide a VR experience using the Sketchfab models.

Include online questionnaires and a comment section on the website to encourage visitors to disscuss the virtual exhibition and provide project feedback.

· need a computer to display my web pages, and a vision pro to view and experience.

Device Requirements

1. Two iMacs

2. A mouse and a keyboard

3. A Vision Pro (1)

4. A table (1500mmx600mm)

5. A KT board/PVC board (A1 size)

6. A 5-meter-long power strip

7. Computer power cable

8. Access to the internet

# data[].attributes.body
I estimate that my exhibition will require two tables and three chairs. One of the tables will be used to set up a computer and display items related to otome games. The computer will be used to showcase a website I created that introduces otome game culture. The other table will serve as a workspace for attendees to try making their own "itabags." Considering the complexity of making itabags and the limited availability of crafting materials, I am considering changing the activity to making "badge toppers" (attendees can bring their own badges from Rui Tang to my booth and decorate them with toppers). If the budget allows, I would also like to create a simple backdrop (such as a large photo frame) for attendees to take photos.

Item list

1. 2 tables

2. 1 mouse

3. 1 earphones

4. A load-bearing display stand (2*1.5m) is needed to hang small items and bags.

5. 1 KT board A1 size

6. a large photo frame（Foam board）

Background supplement

eating goods："eating goods" refers to fans purchasing merchandise related to a specific work or character. These items typically include badges, acrylic stands, and other small collectibles.

itabag："itabag"is a fan practice in otaku culture, which involves decorating and displaying purchased merchandise on a transparent bag or display board. The term "itabag" originates from the Japanese word "痛い" (pronounced "itai," meaning "painful"), initially used to describe bags adorned with a large amount of merchandise, making them appear "excessive" or "eye-catching." Over time, it has evolved into a way for fans to showcase their passion and love for their favorite characters or series.

# data[].attributes.body
This exhibition uses Stardew Valley as a platform to showcase the AI companion software’s intelligent in-game assistance features (e.g., real-time strategy tips, resource management suggestions) through comparative experiences (with/without AI). A fun interactive element is integrated: After trying the software, visitors can take photos at a themed check-in spot, share them on social media, and then participate in a Stardew Valley-themed Perler bead DIY session to create and take home character/item-inspired crafts. Designed to attract gamers and craft enthusiasts, the event seamlessly blends software promotion with immersive hands-on engagement.

1. Experience Area (Left Side)

• One table, two chairs

• A Computer (AI Mode): Left side, with a label "AI Assistant Activated" on the screen.

• B Computer (Manual Mode): Right side, with a label "Hardcore Human Challenge Zone" on the screen.

• Two small blackboards/whiteboards: Update real-time task progress (e.g., "AI caught 5 fish vs Human caught 2 fish").

2. Check-in Area (Right Side)

• KT Board: 1.5m wide × 2m high. Upper half features pixel-art Stardew Valley farm scenery/text, lower half is a blank signing/drawing zone displaying visitors’ Perler bead creations.

• Prop rack: Hanging straw hats, vegetable toys, and fake straw.

3. Perler Bead Zone (Back Area)

• Long table ×1, chairs ×6

• Iron ×1, 52x52 Perler bead boards ×6, tweezers ×6, bead trays ×6, bead scoops ×6, bead pens ×6, angled tweezers ×6

• Ironing paper ×1

• Templates: Wall displays Stardew Valley character/item sketches (chicken, strawberry, slime, etc.) with difficulty ratings (⭐️~⭐️⭐️⭐️).

# data[].attributes.body
1. Exhibition Plan

Showcase the core gameplay and traditional Chinese cultural elements of the game.

Provide interactive experience and attract audience participation.

Collect audience feedback and improve game design.

2. Equipment requirements

2 gaming computers running games.

2 monitors display game graphics.

2 sets of audio equipment to play sound effects and music.

2 sets of audience operation games with keyboard and mouse.

2 tables for placing equipment.

2 chairs allow the audience to sit and play games.

1 A1 poster introducing game information.

20-50 copies of A4 promotional brochure with game details provided.

Some decorations of Chinese traditional culture, such as lanterns, Paper Cuttings, etc.

1 set of LED lighting equipment to enhance visual effects.

2-3 power sockets and extension cords for power supply.

Feedback form or scan QR code 10-20 copies to collect audience feedback.

3. Space requirements

Game experience area: Place monitors, consoles, and input devices, and reserve sufficient operating space.

Area requirement: approximately 2m x 2m (4 square meters).

Display area: Place posters, display boards, and decorations to introduce game information.

Area requirement: approximately 2m x 1m (2 square meters).

Audience waiting area: Reserve space to avoid crowding.

Area requirement: 2m x 1m (2 square meters).

# data[].attributes.body
I need to know what your exhibition will be about and why in a few sentences. I estimate that my exhibition will require two tables and three chairs. One of the tables will be used to place a computer and some display items related to otome games. The computer will be used to showcase a website I created that introduces Otome game culture. The other table will serve as a workspace for visitors to try making their own "itabags. (explain what this is how exactly you will do it. consider environment pollution and reusing trash to recreate these bags - also give them a skill they can be exhited about - consider your audience)". Considering the limited supply of crafting materials, not every visitor will be able to experience this hands-on activity, so this table will also be used to display the completed "itabags" made by visitors. If the budget allows, I hope to create a simple backdrop for visitors to take photos as a memento. no rethink

Item List for Exhibition Setup

1. Tables

2 tables

2. Computer Setup

1 computer

1 mouse

1 pair of headphones

3. Display Materials

1 KT board (foam board)

1 backdrop stand (large photo frame stand)

4. DIY Itabag Materials

Adhesive (glue or double-sided tape)

Scissors

Custom character cards

PVC boards

Decorative items (e.g., stickers, ribbons)

# data[].attributes.body
Plan：

1. A website of fandom production and consumption merchandise of otome game (like Light and Night). Including options such as Home, Producer Stories, Consumer Experiences, Upload and Share, etc. Present a flowchart illustrating the research topic How fans produce and consume game peripheral products, accompanied by a collage of representative game peripheral products (fan-made postcards, tickets, badges, etc.). Provide an upload form that allows fans to upload their own game peripheral design images, or photos using game peripherals, and fill in relevant descriptions, such as design inspiration, usage scenarios, and personal experiences.

2. A workshop that help audience to experience how fans make the game merchandise. Audience members can use the simple tools to learn how to make and decorate badges, experiencing the creative process of fans. They can draw or bring in their favorite images such as photos, old newspapers, magazines, etc. to make into badges.

Space：2.5m*2m

Equipment：

1. The website:

1 - 60*60cm table

1 - A1 display board

1 - windows system computer with keyboard and mouse

1 - socket

2. The workshop:

2 - 60*60 tables

4 - chairs

1 - multi-layer acrylic merchandise display rack

1 - DIY badge making machine

3 - scissors

8 - pencils (black, red, blue, yellow, orange, purple, green，pink)

3 - glue

# data[].attributes.body
Project plan

Build a Dissemination Platform of what? what will it entail? to showcase the achievements in preserving and presenting cultural heritage through 3D modeling, digital restoration.

1. Build a Dissemination Platform:

A website platform and embed cultural heritage 3D models from sketchfab as the core display content. Some 3D models on sketchfab also support VR display. ( I am not very familiar with this feature and need to verify its compatibility with VR)

2. Produce Promotional Short Videos:

Edit together scenes of participants experiencing VR cultural heritage along with clips from existing VR exhibitions to create a promotional video highlighting VR cultural heritage.

· need a computer to play the video

3. Interactive Experience Area:

Provide a VR experience using the Sketchfab models.

Include online questionnaires and a comment section on the website to encourage visitors to disscuss the virtual exhibition and provide project feedback.

· need a computer to display my web pages, and a vision pro to view and experience.

Device Requirements

1. Two iMacs

2. A mouse and a keyboard

3. A Vision Pro (1)

4. A table (1500mmx600mm)

5. A KT board/PVC board (A1 size)

6. A 5-meter-long power strip

7. Computer power cable

8. Access to the internet

# data[].attributes.body
This project will be related to the interaction between virtual game characters and people. It will consist of a love game, some flowers, a poster and some postcards/Polaroid photos.

·plan:

1.a game will be shown on the website

2.a project poster using KT board material (like photo，size A0)

3.some postcards and Polaroids for display

4.some flower bouquets (for site decoration)

·space:

I need at least one wall for a poster, a round desk for a computer to display the games on the website, in addition to that the bigger the area the better as it needs space to enlarge the area for the bouquets, the bigger the location the more flowers I can buy, which can be up to a hundred or so!

Length and width are around 3 metres

better in a dark room

·equipment needs:

1.two power strip (3 metre cord)

2.one round desk (1.3 metres high, table radius > 50cm)

3.One wall (for posters, height around 2.2 metres)

4.A computer (iMac is better because website will be produced by MacBook, a wireless mouse, a wireless keyboard.)

5.Good lighting (at least two yellow spotlights and two purple spotlight are required)

6.Some acrylic clear boxes for flowers

7.Red flowers(which can be up to a hundred, they can be purchased from the Dounan Flower Market斗南花市 in Yunnan for about 250 RMB.)

8.A project poster using KT board material(size A0)

# data[].attributes.body
Project Overview

To give the audience an in-depth understanding of the creative process of AI-generated music, its technical logic, and its impact on music dissemination, I plan to design an AI-generated workshop, which will be both educational and emphasize audience participation and co-creation.

Dissemination Plan

1. A Poster with NFC Sensors (AI music history + audiovisual display)
• Poster(Vision): Use a timeline and literature paragraph to show the history of AI music.
• NFC Sensors(Audio): The audience can use their mobile phone to scan different NFC Sensors that are stuck on the poster, then the corresponding AI music case will be played, and they can look through the relevant information.

2. An AI-generated Music Game in a Computer
• The game will simulate the generation process of AI-generated music, showing the influence of different parameters on the music.

3. Co-creation Device (MIDI Pad /Arduino)
• Audience can trigger AI-generated music clips by rotating or clicking buttons on the MIDI pad.
• Color tracks/shapes are generated on the computer screen in real time to form the audience's "co-creation".

4. Optical Disc Sculpture and Audience Feedback Area
• Sculpture: Disc symbolizes traditional music media, it can emit breathing light effects, creating a metaphor of "AI vs tradition".

• Feedback Area: A QR code will be used for participants to submit their feedback and make the UGC collection for their AI music experience.

Equipment I need from the school

1. Partition Wall

• 1.8m * 1.2m

• 3 pieces

2. iMac and Windows PC

• iMac, 27" inches, 1 set

• Windows, 24" inches, 1 set

• with Mouse and Keyboard for each

3. White Display Stand for iMac, PC, Headphones, MIDI Keyboard, Launchpad, Focusrite Scarlett, Optical Disc Sculpture

• 0.6m * 0.6m * 1.1m for each

• 6 sets

• can be replaced by 3 White Tables, one is in 1.2m * 0.9m * 1.1m, two are in 1.0m * 0.9m * 1.1m for each

4. Poster Board

• materials: Wool Felt

• size: A1

• 2-3 pieces

5. Arduino Leonardo with Wires, Pressure sensor, Control button and other Arduino Sensors

• compatible with MIDI and Keyboard

• 5 sets

6. Moveable Socket

• at least available for 10 devices

• 1.8 meters long

• 3 pieces

7. Track Spotlight

• 3-5 sets

8. Internet

Equipment I could prepare partially

1. NFC Chips tag

• Programmable

• 6-10  pieces

2. Focusrite Scarlett 2i2/4i4

• 2 sets

• I can prepare one of them by myself

3. Headphones

• without wireless

• 4 pairs

• I can prepare one of them by myself

Equipment I can independently prepare by myself

1. Launchpad / MIDI Keyboard

• 2 units

2. Compact Discs

• 50-100 pieces

3. Reflective Stickers / Color Film

• 200 pieces

4. RBG LED strip

• about 1.2 meters long

• 3-4 pieces

# data[].attributes.body
Name: Shihang Pang

Background: I majored in Digital Media Technology during my undergraduate studies, with experience in video processing and modeling. I have also used Unreal Engine to create games, and I am very interested in the gaming industry.

Dissertation Project:

Title: The integration of traditional Chinese culture and video games.

With the rapid development of the electronic gaming industry, games have become not only entertainment tools, but also a medium for cultural dissemination. In recent years, many games that integrate traditional Chinese culture have achieved great success, such as "Black Myth: Wukong". These games not only allow players to experience exciting game content, but also showcase the unique charm of Chinese culture to global players through the medium of games.

Chinese traditional culture has a long history and profound heritage, but in modern society, how to help the younger generation better understand and inherit these cultures is an important issue. Electronic games, as a highly interactive and widely accessible medium, provide new possibilities for the dissemination of traditional culture.

My research aims to explore effective strategies for the integration of traditional Chinese culture and electronic games, evaluate the impact of traditional culture on players' gaming experience, and explore the role of electronic games in cultural dissemination.

The exhibition present: I want to create an interactive game that players can experience the interaction between traditional Chinese culture and games.

# data[].attributes.body
Name: Tingyu Fan

Background

Undergraduate: Accounting

Work Experience

Auditor

Self-media operation

Production art Director/Associate Director

Advertising production

Dissertation topic

AI games companionship

Chinese background

How does virtual companionship have real-world impact

The player's emotional needs hidden behind the phenomenon

What I want to learn from the module

1. Who is my audience

2. How can I spread my cold data vividly

3. How to make a beautiful poster or video

What do I want to show in the exhibition

Video or poster

A short video clips or posters and interactive question that show how AI game companion characters interact with the player, showing the player's emotional needs and motivations.

The content contains representative cases from the study.

# data[].attributes.body
My name is Ran. I have a bachelor's degree in Digital Media Arts and am currently pursuing a master's degree in Cultural and Creative Industries.

My dissertation is titled The Role of Theatrics and Symbolic Consumption: The Construction of Identity in Real and Virtual Otome Game Environments. This study focuses on female players of Love and Deep Space, exploring how Otome game players construct their identities in both real and virtual environments. With the development of the internet, female gamers' identity construction has become increasingly complex, especially in Otome games, where emotional interaction is central. In these virtual spaces, players construct and express their identities through theatrical narratives and symbolic consumption, such as purchasing virtual items and engaging in character interactions. Through this research, I aim to uncover how female players achieve identity recognition through consumption and interaction within the game, as well as how this identity influences their real-life behaviors and self-perception.

In this course, I hope to learn how to present my research findings in a more creative and interactive way to engage a wider audience.

For the CCI graduation exhibition, I plan to design a poster or video, as well as physical or digital exhibits, to illustrate how players express their identities through consumption.

# data[].attributes.body
Name: Yongning Li

Background：

Major: Chinese language and literature

Internships:

Industrial Software Company

Theater

Traditional Media

game industry

Dissemination topic:

Gendered Consumption in Game Fandom:

the Emotional Mechanisms of Cosplay Commissions on Chinese Otome Games

cosplay commission

emotional labor/emotional mechanisms

How feelings for a virtual character translate into reality

What I would like to exhibit:

Exhibition's topic：

Love & Love makes us better

(related to dissemination and based on in-depth interview)

1.booklet

Everyone has their romantic memories to share with me(based on interview-The cosplayer plays a male character like a consumer who proposes, and both feel very happy and a little sad because it's clear that the person isn't real)

I wanted to be able to make a booklet

2.Interactive installations

Red roses

A box of surprise content that can be drawn (about characters)

3.On-site construction:

Physical photo/postcard/sticky note wall

# data[].attributes.body
My Name: Wenxuan Yang

My Background: My undergraduate major was Public Art Design, such as studying murals and sculptures. However, I am very interested in digital media and games, so I joined CCI and mastered skills such as computer drawing, modeling, and Unity game production.

Your dissertation topic:

Dunhuang in the Making: The Creative Transformation and Dissemination in Digital Games

Exploring how to combine the virtual game worldview with the real Dunhuang cultural story can not only allow more people to understand and come into contact with Dunhuang culture, but also add historical and cultural heritage to the game and enhance the storytelling and fun of the game.

To discover the most immersive way for players to experience the game.

I want to learn about the dissemination channels and strategies of cultural and creative products (such as games), including the application of traditional and new media, from a dissertation project. Explore the cross-cultural dissemination of cultural and creative products in the context of globalization, and analyze the impact of cultural differences on dissemination effectiveness. Research the application of digital technologies (such as social media, streaming platforms, virtual reality, etc.) in cultural communication and their disruption of traditional communication models.

By studying the planning, execution, and management methods of cultural and creative projects through practical cases, we aim to cultivate project management skills. Master the commonly used tools and techniques in cultural communication, such as digital marketing, content creation, data analysis, etc. And by analyzing successful cultural and creative industry cases (such as the joint cooperation between King of Glory and Chongqing Underwater Museum), learn their communication strategies and innovative models.

I want to create a game demo at the exhibition to showcase traditional culture, innovate its forms of expression, and explore immersive ways of interacting with players.

# data[].attributes.body
• Name: Yiqian Ma

• Background: I hold a degree in Environmental Design and possess strong skills in 3D modeling, design drawing, and scene rendering. Throughout my undergraduate studies, I realized the growing importance of user experience in design, as many projects require careful consideration of how users interact with and perceive the designed environments.

• Dissertation Topic：Reconstruction of VR Experience of Cultural Heritage from a Critical Perspective

• Learning Objectives: In this module, I aim to master environmental modeling tools and explore how technology can enhance cultural expression. For instance, I am interested in using dynamic scene transitions to reflect the evolution and loss of cultural heritage over time. Additionally, I hope to investigate how technology can effectively serve cultural preservation during the digital reconstruction of cultural heritage.

• Project Aspiration: I would like to participate in an immersive traditional culture game project for the CCI graduation exhibition. In this project, I will contribute to the creation of cultural heritage scenes within the game, transforming the concept of cultural heritage protection into an experiential and perceptible initiative.

# data[].attributes.body
Name: Rui Tang

I previously majored in communications. During my studies, I acquired photo and video editing skills, as well as some modeling using Blender.

My dissertation topic is “The Construction and Impact of Non-Profit Game Derivatives Trading in Gaming Communities”.

This research topic focuses on the souvenirs created by game fans based on the original game content, such as badges, collectible cards, postcards, etc. The goal of my research is to delve into the behavioral patterns of fans who create and consume these game derivatives, as well as the role and influence they play in the gaming community.

In this module, I expect to learn how to incorporate the passion and creativity of fans into the development and promotion of games. I hope to use game derivatives as a bridge between the game and the fan community, as a way to energize the fan community and keep the game popular and the players engaged.

Therefore, for the upcoming CCI graduate exhibition, I plan to collaborate with those students who are involved in the production of the game. My goal is to create a user-produced content platform for the game, providing in-game materials and various visual elements so that game users can freely design their own derivative products.

During the exhibition, I intend to purchase a homemade badge making equipment which is not only affordable but also easy to operate so that the audience can make their own physical badges with their favorite pictures. In addition, I will set up a design display board where visitors can add personalized touches to their badges using materials such as stickers and fabrics. Once viewers have completed their designs, they can take photos and upload them to social media platforms. I will collect and organize these designs and eventually compile them into a collection of audience creations.

# data[].attributes.body
Name: Peiqing Zhang

Background

· Undergraduate Major: Journalism

· Internship Experience: Music Studio, MCN, Art Museum, Publishing Company

· Skills: Audio Production, Photography, Video Editing, AIGC Creation, Art Coding in Processing4

Dissertation Topic: Replacement or Rebirth: The impact of AI-generated music on music creation and dissemination

By learning this module, I would like to make the concept of my dissemination project clear.

In the last lecture, I thought you asked us to present one interesting thing related to our dissertation topic, so I put the virtual singer as an example, and tried to find the balance between making profits from this kind of singer and the music acceptance of the audience. But a virtual singer is not actually what I want to do during the exhibition project. And it is quite hard for me to create a virtual singer within one month owing to my background.

For the exhibition, I would like to curate a project to educate audiences on AI-generated music or showcase how AI music has evolved. I am considering the correct approach to realize this project, now I have three initial ideas:

1. An installation that audiences can touch and operate, by using the installation, random visual images can be created with the cooperation of Processing or other visible platforms. At the same time, some of the AI audio clips will appear, finally all of the images will form a new image that can showcase the knowledge of AI-generated music.

2. An online curation of AI-generated music, maybe I can design a website and use it for educating audiences.

3. A video game, the scene design will be like a museum, and the player will learn AI-generated music and collect the audio clips to win the game.

All of these three inspirations can be combined, they are not separated. Now pathway 3 seems to be more operated, while pathway 1 seems to be more specific. I think that I still need to find out the key concept for this project and use it to guide my creation.

I will do more research on the recent Sound Museum and the ways to showcase AI-generated music, then check which approach I can use easier to make my project, since sometimes the ideas in my head would be good, but the reality are not.

So in this module, I would like to seek guidance from you and the relevant staff, so as to make this project flexible and worthy.

As a cross-disciplinary student, I also want to learn what are the important aspects of an exhibition. I find myself gradually interested in the new media art, especially the immersive exhibition and intermedia creation. Although I had an internship experience, I find that people would like an intern to be as professional as possible before entering a workplace, and they would not spend lots of time teaching you some core skills for the exhibition. So I want to learn some professional skills from your insight, not just to be competent for a job, but also to make myself professional in this area for the potential research.

# data[].attributes.body
“Black Myth: Wukong” is adapted from the classic IP of “Journey to the West”, which already has high traffic and attention.

The significant market success of "Black Myth: Wukong" is largely attributed to its planning on social media. The actual demonstration video of "Black Myth: Wukong" has been released on social media, attracting widespread attention. After the game was released, major live streaming platforms began to encourage live streaming of the game, and many players posted their game videos on social media to continuously attract more players.

The demonstration video link:

https://www.bilibili.com/video/BV1x54y1e7zf/?vd_source=72ad10fc465c6b61c926f166932b54fa

In addition, the IP "Black Myth: Wukong" demonstrates a very high commercial value, with a wide range of cross-border co-branded. Incomplete statistics show that at least 10 brands are linked to it, including Luckin Coffee, Nvidia, Hisense, Lenovo, Didi Qingju, JD.com, covering many fields such as beverages, electronics, transportation, and e-commerce. These collaborations effectively integrated the resources of both parties and precisely grasped the psychological needs of players, making the cross-border collaboration of "Black Myth: Wukong" an effective marketing strategy.

# data[].attributes.body
Love and Deep Space is a Chinese Otome game that relies heavily on social media and co-branded products to promote itself. One notable example is its collaboration with KFC, where limited-edition badges featuring game characters were offered as part of a promotional campaign.  These exclusive collectibles not only attracted fans of the game but also drew in customers from KFC's extensive consumer base, thereby expanding the game's reach.

In addition to co-branded products, "Love and Deep Space" has strategically utilized social media platforms such as TikTok, Bilibili, and Xiaohongshu to amplify its visibility and engage with its audience.  On TikTok and Bilibili, the game's official accounts regularly release short videos showcasing gameplay highlights, character stories, and behind-the-scenes content.  These videos, often accompanied by trending music and creative editing, resonate with the platforms' predominantly young user base, driving viral sharing and increasing brand awareness.  Meanwhile, on Xiaohongshu, a platform known for its lifestyle and community-driven content, players share their experiences, fan art, and tips related to the game, creating a vibrant user-generated content ecosystem.

Reference:

#恋与深空肯德基 (2024) Douyin.com. Available at: https://www.douyin.com/note/7406259792223718710 (Accessed: 19 February 2025).

# data[].attributes.body
This game conclude many traditional elements, such as traditional clothing, story backgrounds and characters, etc. The game company was organized some competitions for people to make character’s design. And players also can send their recreation to the social media.

Through these ways players can have more opportunities to share self-view points and communicate with others. Such as collaboration with Chongqing underwater museums Baiheliang. People have gained more understanding of this museum and some of people will go take photos to check in.

# data[].attributes.body
Stardew Valley is a fun farming game where players take over an old farm and turn it into something amazing. The protagonist inherits her grandfather's farm. Players can grow crops, raise animals, mine for treasures, fish, and make friends with the people in town.

Digital campaigns

1. social media

The game developer shared the updates and new version on social media like X and Reddit.

2. youtuber

They do videos of the game.

3. digital platform

Publish the game on online platforms.

4. fandom

The fan work about players.

like tiktok memes/fan works/cosplay/online communities

References

Ape, C. (2016) Stardew Valley on Steam. Available at: https://store.steampowered.com/app/413150/Stardew_Valley/ (Accessed: 19 February 2025).

Ape, C. (no date) X.com, X (formerly Twitter). Available at: https://x.com/concernedape?s=21 (Accessed: 19 February 2025).

星露谷梗图18_哔哩哔哩_bilibili (2024) 哔哩哔哩bilibili. Available at: https://www.bilibili.com/video/BV1zT4y1W7qf/ (Accessed: 19 February 2025).

# data[].attributes.body
Here are two cosplayers cosplaying the two main characters from the Legend of Zelda

There are a lot of people on the Internet who take photos of their favorite characters, and in my study, female consumers were choosing who they wanted to date through the photos and videos posted by cosplayers on the Internet.

digital：on social media platform

reference：赶忙把八月库存发了 - 小红书 (xiaohongshu.com)

# data[].attributes.attachment_link.title
赶忙把八月库存发了_1_内敛人机_来自小红书网页版

# data[].attributes.body
Infinity Nikki is developed by Papergames and is the world's first fantasy adventure handheld game that combines open world and dress-up gameplay. The game is built with Unreal Engine 5. Players adventure in the open world, crafting suits with special abilities (such as flying, purifying, shrinking, etc.), solving puzzles, exploring secret places, and experiencing gameplay such as fishing, bug hunting, and taking photos. The game combines the visual aesthetics of clothing with functionality, empowering players with the fun of strategic matching (Infinity Nikki, 2024).

Traditional dissemination campaign:

The game cooperates with stores, for example, Apple held a new machine demo and organized an offline experience event where players could try out the game and receive peripherals (Papergames, 2025).

Digital dissemination campaign:

It host a digital photography exhibition in Rednote. They invite players to take pictures in the game. And it sets up viewer voting for these photos. The most popular works get prizes from the game company (Infinity Nikki, 2024a).

These two activities can be applied to individual project. For example, we can invite viewers to experience the game and give out prizes to those who participate. We encourage viewers to create and design after experiencing the game and send it on social platforms to form a virtual photo album.

References

Infinity Nikki. (2024a). Infinity Nikki x Rednote Photo Exhibition is open! Xhslink.com. http://xhslink.com/a/cIRRJFxauH85

Infinity Nikki. (2024b, December 3). Infinity Nikki. Taptap.cn; TapTap. https://www.taptap.cn/app/247283

Papergames. (2025). Infinity Nikki x Apple Authorized Franchise Store offline theme activity online reservation is open! Nuanpaper.com. https://infinitynikki.nuanpaper.com/news/119

# data[].attributes.headline
The VR Digital Immersive Exhibition of "Eternal Notre-Dame de Paris"

# data[].attributes.subject
The VR Digital Immersive Exhibition of "Eternal Notre-Dame de Paris"

# data[].attributes.body
The immersive exhibition called "Eternal Notre-Dame de Paris"Vr digital immersive exhibition. This exhibition can generate more interest for ehibition lovers. Visitors can have more interaction, and second, some people who have not been Notre Dame will be interested in this virtual cultural heritage exhibition.

I know that the main channels for this project are through social media and promotion channels. If you are an exhibition enthusiast, XiaoHongshu app will recommend corresponding exhibition information to you. You can find more information about exhibitions on social media through relevant search, such as Douyin and XiaoHongshu.

There are also some promotion channels to report and cooperate with the exhibition, such as some mainstream news media and art and technology media.

References:

融合数字科技与文化艺术，久事文传主办"永恒的巴黎圣母院"VR数字沉浸展. (2024). Retrieved from https://www.gzw.sh.gov.cn/shgzw_zxzx_gqdt/20240716/50b6946d69aa4ca8aace635b1b78a817.html

# data[].attributes.attachment_link.title
永恒的巴黎圣母院vr - 小红书搜索

# data[].attributes.body
Introduction:

This is a South Korean Virtual Singer called Nævis, created by the Kpop company SM Entertainment. Based on the physical and vocal information of the existing real artists in the company, Nævis has been modelled and modified for several times to be looked like a real human, she can sing, dance and attend concerts.

Dissemination platform:

1. Traditional dissemination: Albums, music, relevant Kpop merchandise, concert

2. Digital dissemination: Nævis's personal website, instagrams, concert

The reason I put concert in both traditional and digital dissemination is that sometimes concerts is not only about offsite and fans gathering in a real space to admire, online concerts are also a trend for nowadays Kpop comsuption.

In online concerts, technologies like virtual reality, AI and realtime coding are obviously more important to maintain the whole process and satisfy audiences, online concerts also need to collaborate with social media platforms to get bigger influence.

But, for most Kpop fans, they exactly hold negative opinions towards Nævis. They think virtual singers are a mixture or copy of their beloved idol, and the company should not take too much budget in virtual technology, Kpop audience think that ther idols need more benefit than the virtual one.

References

1. Wikipedia. (2025) Naevis. Retrieved February 19, 2025, from https://en.wikipedia.org/wiki/Naevis

2. nævis. (2024). nævis official website. Retrieved February 19, 2025, from https://naevisofficial.com

3. Kprofiles. (2025). nævis Profile. Retrieved February 19, 2025, from https://kprofiles.com/naevis-profile/

3. YouTube. (2023). nævis - MMI (Music Video). Retrieved February 19, 2025, from https://www.youtube.com/watch?v=wX3Rf16XZiw

# data[].attributes.headline
Please choose an artifact that relates to your project and present their campaign (traditional or digital) here and include visuals and references). 

# data[].attributes.subject
Please choose an artifact that relates to your project and present their campaign (traditional or digital) here and include visuals and references). 