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About

Individual Statement AcrossRCA
Tianyi Huang 10051885 Interior Design

 

1.Introduction

I am Tianyi Huang, and in the AcrossRCA project, my team focused on the theme of Digital Therapy. Our group consisted of five members from diverse backgrounds, including Interior Design, Service Design, Design Product, and Digital Direction Design. Through interdisciplinary collaboration, we aimed to address complex problems using innovative research and creative practices.

The goal of this course was to explore the value of cross-disciplinary cooperation and enhance our understanding of social responsibility. Our final project, Calmoria, is an immersive VR experience that crafts personalized healing spaces using AI-driven memory reconstruction and multisensory therapy. We developed a 3D prototype, a point cloud model, and a software UI to facilitate discussions on Digital Therapy. This experience broadened my research methods and enhanced my teamwork and critical thinking skills.

 

2.Reflection on the Theme

Learning Outcome 1: Analyzing and Critically Reflecting on Contemporary Global and Local Issues

At the beginning of the project, we explored two key directions: emotional spaces and digital heritage, as these topics involve significant social, cultural, and emotional concerns. Our initial research involved extensive literature reviews, including Janet Cardiff’s sound installations, which evoke a presence through sound, and the Imperial War Museum’s use of VR technology to digitally present exhibits. We also examined psychological models such as the Wheel of Emotions and resources from emotion labs to deepen our understanding.

Our team debated critical issues such as “How does emotion impact mental health?” and “How can people actively engage with emotional experiences?” Due to our interdisciplinary backgrounds, each team member brought unique perspectives, which led us to analyze the issue from multiple angles. For instance, we drew insights from Cardiff’s work and compared various countries’ approaches to digital therapy and emotional engagement.

Through critical analysis, we recognized that digital spatial art not only influences emotional states but also has broader social implications. Our project aims to prompt public discourse on the role of digital therapy and immersive environments in promoting mental well-being.

 

3.Reflection on Collaboration

Learning Outcome 2: Evaluating the Impact of Collaborative Thinking, Research, and Creative Processes

Interdisciplinary collaboration played a crucial role in this course. My role in the team was that of a 3D modeler and technical researcher, responsible for researching digital heritage spaces, conducting preliminary research on point cloud technology, developing 3D models, and configuring VR equipment. Our team employed various collaborative tools such as Miro and Figma for brainstorming and whiteboard collaboration, held regular meetings, and utilized research methods such as online interviews, surveys, and data analysis.

The greatest advantage of collaboration was the diversity of perspectives. For instance, a team member from Digital Direction Design introduced the idea of emotion-responsive spaces, which significantly enriched our project direction. Additionally, industry expert consultations helped us refine our design by providing professional feedback on feasibility and user engagement.

However, team collaboration also posed challenges. Scheduling conflicts made progress coordination difficult, and differing viewpoints sometimes led to decision-making challenges. One significant debate arose regarding the project’s final presentation format. Some members preferred a fully interactive digital prototype, while others advocated for a mixed-reality experience. Ultimately, we resolved this through a collective voting system, ensuring that all perspectives were considered while maintaining project feasibility.

 

4.Reflection on Social Responsibility

Learning Outcome 3: Critically Appraising the Value and Social Responsibilities of Creative Practitioners

My experience in AcrossRCA deepened my understanding of the social responsibilities of creative practitioners. Our project was not merely an academic exercise; we aimed to make a tangible social impact by promoting awareness of digital therapy and mental health accessibility. We leveraged platforms such as websites and social media to disseminate information and engage with broader audiences.

As creative practitioners, we must consider how our work affects society. We recognized that while digital technologies offer accessibility and convenience, they may also exacerbate information inequality. To address this, we incorporated self-assessment tools and AI-driven adaptive space selection into our project to ensure that a diverse range of users could access personalized healing experiences.

Furthermore, this collaboration underscored the importance of interdisciplinary communication. Complex societal issues cannot be solved by a single discipline alone—they require cross-sector innovation and collaborative problem-solving. This experience reinforced my commitment to exploring the future of digital spaces and how immersive technology can be leveraged for therapeutic applications.

 

5.Conclusion

The AcrossRCA experience not only expanded my professional knowledge but also strengthened my teamwork and critical thinking skills. By analyzing global and local issues, engaging with peers and industry experts, and applying research methodologies, I gained a clearer understanding of the responsibilities of creative practitioners.

Moving forward, I aim to apply these experiences to my future research and projects, continuing to explore how design and digital media can drive social transformation. I also plan to further develop my skills in Blender software and expand my research into digital spatial environments to deepen my understanding of future space design.

 

6.Bibliography

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[4] Krishnan, V. , & Nestler, E. J. . (2008). The molecular neurobiology of depression. Nature, 455(7215), 894-902.

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[8] Kurahashi, & Yuko. (2004). Theatre as the healing space: ping chongs children of war. Studies in Theatre and Performance, 24(1), 23-36.

[9] Davies, M. J. . (2019). Art-craft practice exemplars: making space for art, healing, and community. BC Studies(202).

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