6 minute read

02THE DATA CAGE

Project time: Aug. 2021

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Site: United StatesMicrosoft, IL, USA

The Data Cage, is based on the era of rapid evolving information. is based on the theme of the relationship between big data and people in the era of rapid evolving information. Through the experience of space, I can understand the big data of network and its impact on people. Inspired by the story of Shut Up and Dance, the third episode of the third season of Black Mirror, I created a conceptual exhibition space with multiple small rooms revealing the impact of the era of information explosion on people from different aspects, and building the narrative space from the perspective of experience, which aimed to provide the audience a deeper understanding of the information age, provoking refection on the contemporary age of information explosion.

MOVIE STAGE 1 MOVIE STAGE 2 MOVIE STAGE 3 MOVIE STAGE 4

The hero is hacked into his computer and threatened with his secrets to coerce him into completing missions.

The hero carries out his mission in collaboration with different people, all of whom are threatened by the hackers with their secrets.

The hero is threatened with a duel with others in exchange for ultimate survival, shooting to kill.

The hackers did not keep their promise and made their secret public causing the family relationships of all the members to break down.

Target Audience Research

My initiative aims to reveal the crises and dangers that lie beneath the peaceful veneer of big data by provide participants to experience various spaces.

LIFE SCENES RE-ENACTED

In the current online environment, people are both the snoopers and the snooped, we proft quickly from the information circulating, but also as a source of data collected information, big data era as a double-edged sword brings benefts but also many hidden dangers.

Site

200 E Randolph St #200 Chicago, IL 60601 United StatesMicrosoft, IL, USA

The site was chosen next to a frm whose primary focus is digital information. The residents of this region are the most affected by the information age since their daily lives, modes of transportation, etc. are all supported by electronic devices and the internet. I expect that, as a function of this design, the locals will have a deeper grasp of big data and be able to spot the hidden dangers associated with their future use.

Layout Generation

The majority of people’s daily actions in the information age are infuenced by the internet and big data, with adolescents and middle-aged individuals being the most affected.

Big data poses a persistent threat to our privacy and information security, although surveys indicate that the majority of individuals are either uninformed of the problem or choose to overlook it in order to beneft from the information provided by big data.

The Qr Code

As there are multiple small installations in the space, visitors can scan the QR code on the side of each installation to receive an introduction and additional details about it. At the same time, information about the user is continuously collected during the scanning process to build a personal character analysis, and it is interesting to note that the visitor is unaware that he or she is being tracked by the data during the visit.

Room Description

As a conceptual installation, several aspects are chosen to illustrate the infuence of the information explosion era on individuals and to develop a narrative space from an experiential standpoint.

Room 1

People move from one space to the next via platforms of varied heights, guide the viewer’s movements. People will experience the space by concentrating on the ground-level installation and ignoring the changes above head.

From an objective standpoint, Room 1 focuses on how the majority of people currently feel about the era of big data and the current predicament individuals fnd themselves in. The experience of Room One reveals how the information era has now invaded everyone’s daily lives and how individuals live in an apparently stable environment while avoiding and being unaware of the unknown and unpredictability that lies beneath it. Room 1 exploded view

ROOM 2.1

ROOM 2.1 INSTALLATIONS

ROOM 2.2

The corridor space tells the story of the traces of information that remain, acting as a transition throughout the space and linking it to the previous room. The room records the traces of personal information left by the frequent movements of people in the previous room. I use the hanging ribbons to show the different messages left by people and fll the room, aware of the tracking of people in the age of big data as they move around.

ROOM 2.1 RENDER PERSPECTIVE

Room 2.1 amplifes the notion of doors and passageways by showing the viewer as a recipient of information by moving around the room.

The subsequent rooms describe the processes and ways in which Big Data access information in the networked information age. Room 2.1 Representing the sharing and circulation of information.

ROOM 2.1 DOOR HANDLE DETAIL

The current fow of information allows us to easily and quickly access the information we want; each time, the process of accessing information is like opening a door, for example, by using social software, posting, or browsing a website.

The space mainly explores issues or risks where information is hidden, and the semi-underground design better highlights the hidden meaning. The narrative plot of the space builds on the different shifting perspectives of people peeking and being peeked at in a fow of introduction-revelation- and refection.

ROOM 2.3

Room 2.3 shows the way and process of collecting information with Big Data after a large amount of information has been acquired. The different sizes and shapes of the blocks represent various forms of data and modularity.

The space consists of four small rooms, with the middle section representing the hub of information, which Big Data collects through our electronic devices and mouse clicks and connects to everywhere through pipes on the foor.

ROOM 2.4

In understanding the ability of Big Data to collect information, 2.4 Space shows the hidden dangers of the information age. People often register to use the software’s features without perusing the regulations it offers, which often contain unequal contracts.

Room 3

Room 3 is a circular space in the center of the design that serves as a transition (the frst few rooms are based on how information is acquired / the back is dominated by the risk of information explosion).

The room is dominated by a staircase inspired by the infnite loop of steps in the movie Inception and intended to disorient the observer when touring the area through staggering levels.

The room is primarily made of two sections to create a sense of transition, allowing the observer‘s perspective from the voyeur/perspective user’s to the voyeur and the harmed’s.

The protruding spheres on the wall visualise and highlight the inequalities in the network regulations to increase attention.

The platform in the center is set up such that the viewer can look from one side to the other, implying that the voyeur/profteer is also being voyeurised as a result of beneftting from the information age.

Room IV is characterised by an overfow and explosion of information everywhere, like threads connecting and invading all parts of our lives. The room is divided into two parts, enhancing the visual impact on the viewer through solid contrasts of light and dark

The frst part is dominated by a linear installation that serves as a basic introduction to this space. The second part expresses the virtual line through light.

The role of lines is to alter and infuence people’s actions in space, expressing the notion that people are lost in information and, at the same time, lose the ability to distinguish between true and false information and to think independently.

Room 5 echoes Room 1, where the stable structure of Room 1 makes people unaware of the dangers lurking in the information age, whereas Room 5 places different scenes of people’s lives in suspended glass spheres, revealing that there are no secrets in the information age and that life is full of instability.

By presenting the most ubiquitous scene of daily life in an unexpected manner, the viewer is able to immerse oneself in the setting and feel the negative repercussions of the information age more viscerally and intensely.

Room 6

The fnal room, the summary space, describes the reality of the information age’s threats to humans. The room’s walls are a patchwork of miniature blocks sewn together to represent fragmented information, and the area is dominated by an installation of a human fgure, demonstrating how fguration alters the way people think and has a profound effect on how we perceive things.

The Dark Room

Qr Code Working Process

In each room, QR codes are placed on the side of the exhibit. When a person scans the installation with their electronic device, introductory information about it will appear. As the fnal phase of the tour, the darkroom encourages the tourist to set their mobile phone on the sensor table, where the gadget automatically captures information from the visitor and provides an audience analysis of the visitor’s behavior on projection screens. This information is derived from QR codes scanned by visitors throughout their visit.

The QR code’s design serves as a hidden theme throughout the project. A comprehensive game experience is produced through the activities of the audience during the process and the reveal of the fnal result in dark room. The process gives the audience to experience frsthand what it is like to be monitored by big data.

The purpose of the dark room on one side of the room is to create an immersive experience. A means for visitors to directly experience the effects of big data on humans.

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