未来提案|厦门大学创意与创新学院2026毕业设计作品⑥
发布时间:2026年10月11日 分类:毕业设计 浏览量:984


“踏灵”:基于东北萨满仪式的人工智能音乐机器人设计研究
Tà Líng-Echoes of Shamanic Rituals: A Ritual Music Robot from Northeast China's Ethnic Spirits
数字媒体艺术
Digital Media Art
王易 Wang Yi
指导老师 | 冯莎 Feng Sha, Laura Yuile
“踏灵”以中国东北地区萨满文化为研究背景,探索如何将萨满仪式中的神谕结构、鼓乐节奏、动物图腾与万物有灵观念,转译为一个由人工智能驱动的音乐机器互动装置。其关注文化内部的沟通逻辑与象征机制,尤其是萨满作为人与神灵、自然和未知力量之间“灵媒”的角色,通过人工智能的黑箱性、概率性和不可完全解释性,回应萨满仪式中神性、模糊性与不确定性的特征。最终作品为一套多模态的交互式机器人表演系统:机械结合狍子动作与齿轮系统,通过鼓点、动作、投影及泡泡生成仪式感表演,以探讨在当代技术语境下,机器人如何不只是文化表演的执行者,也可以成为连接观众、机器行为与文化记忆的媒介。
"Taling" is an interactive AI musical robotic installation inspired by Northeast Chinese Shamanic culture. The project leverages the black-box nature and uncertainty of AI to mirror the divine, ambiguous communication logic of Shamanic rituals. Mechanically integrating roe deer kinetics with gear systems, the multimodal installation creates a ritualistic spectacle of drumbeats, motion, projection, and bubbles. It redefines robots in the contemporary tech era not just as cultural performers, but as mediums linking the audience, machine behavior, and cultural memory.



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导师评语 Mentor’s Review
当我们惊叹于机器人刷新的各项人类记录时,经常忘记人类与超人/非人打交道的经验由来已久。王易同学的创作以人工智能驱动的机器人与古老的萨满联动,以探索“媒介”机制在跨文化、跨时空情境下的可(或不可)通约性。尤其值得指出的是,不同于在数字非遗热潮中往往被转译为“表演”的传统/地方文化,“踏灵”并非追求“活化”或“拟真”,而是以文化本身驱动的系统设计,尝试在当下的技术环境中理解萨满,从而将“技术”拓展为人与环境建立关系的普遍中介。这个意义上,多元的本体世界或许真正得以共存。
As we marvel at robots breaking one human record after another, we often forget that humanity has a long history of engaging with the superhuman/nonhuman. Wang Yi's project brings an AI-driven robot into dialogue with ancient shamanic traditions to explore the commensurability (or incommensurability) of mechanisms of “mediation” across cultures, time, and space. Particularly noteworthy is that, unlike traditional/local cultures that are often translated into “performance” amid the current enthusiasm for digitizing intangible cultural heritage, Tà Líng seeks neither “revitalization” nor “verisimilitude.” Instead, it adopts a system design driven by the culture itself, attempting to understand shamanism within today's technological environment and thereby expanding “technology” into a universal medium through which people form relationships with their environments. In this sense, multiple ontological worlds may perhaps truly coexist.
冯莎 Feng Sha

一遍遍
One More Time
数字媒体艺术
Digital Media Art
刘妍烁 Liu Yanshuo
指导老师 | 冯莎 Feng Sha, William Sawyerr
《一遍遍》是一个关于创伤与释怀的故事。你返回故乡旧宅,不断被闪回带回弟弟出事的那架秋千旁。你反复尝试拯救他,却都以失败告终。内心执念催促你再来一次 —— 直到你走进老宅,探寻真相,才终于明白:那场意外并非你的过错。
本游戏专注于创伤后应激障碍(PTSD)患者的心理体验。游戏设计借鉴认知行为疗法(CBT)理念,通过循环叙事与解谜探索,引导玩家体验主角的心理变化和认知重构。
One More Time tells a story of trauma and self-forgiveness. Players return to the protagonist’s old home, repeatedly pulled back by flashbacks to her younger brother’s accident, attempting to save him but always failing. Through circular narrative and puzzle exploration, the game guides players to experience her psychological struggle and gradual cognitive change. Focusing on PTSD, the design draws on cognitive behavioral therapy (CBT) principles to convey the protagonist’s inner journey and foster understanding of this condition.



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导师评语 Mentor’s Review
刘妍烁同学的创作是有风险的。面对PTSD的难题,她选择借由游戏可以“再来一遍”的多线程机制模拟CBT疗法予以应对。作品立足于第一人称叙事,围绕“回避——闪回——认知重构”的心理过程构建整体叙事结构,通过环境探索、循环叙事、线索收集以及拼图系统等交互设计完成介入实践,尤其设计了有效的缓冲与退出机制,以避免过度刺激。今天,游戏早已超出了感官刺激与娱乐范畴,在有限的生命体验中,它或将成为替代性的感知路径,帮助我们更好地理解自我与他人。
Liu Yanshuo's project is a risky undertaking. Confronting the challenge of PTSD, she responds by using the game's multi-path “try again” mechanism to simulate a CBT intervention. Grounded in a first-person narrative, the work builds its overall structure around the psychological progression of “avoidance—flashback—cognitive restructuring.” Through interactive elements including environmental exploration, cyclical narrative, clue collection, and a jigsaw-puzzle system, it puts this intervention into practice. In particular, it incorporates effective buffering and exit mechanisms to prevent overstimulation. Today, games have long moved beyond the realms of sensory stimulation and entertainment. Within the limits of any single life's experience, they may offer an alternative pathway of perception, helping us better understand ourselves and others.
冯莎 Feng Sha

翠湖
Cuihu: The Green Lake
数字媒体艺术
Digital Media Art
蔡卓颖 Cai Zhuoying
指导老师 | 冯莎 Feng Sha, Julius Yls
《翠湖》是一部AI辅助实验动画,以湖中的神秘声音为线索,讲述女孩进入由声音、植物与潜意识构成的水下世界,并逐渐面对内心“新生命”的过程。作品以声音作为核心叙事语言,探讨成长、自我变化与内在和解,并尝试将AI辅助生成融入情感化动画创作。
Cuihu: The Green Lake is an AI-assisted experimental animation exploring growth and inner transformation. Guided by a mysterious sound from a lake, a girl enters an underwater world shaped by sound, plants, and subconscious emotion, where she gradually confronts a symbolic “new life” within herself. The work uses sound as its central narrative language while integrating AI-assisted methods into an emotionally driven animation process.




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导师评语 Mentor’s Review
也许每个人都有一个与“未知生命”相遇的梦。蔡卓颖同学的故事发生在一个色彩斑斓的湖泊,在那里,陌生的声音是期待感知与沟通的生命语言,也是“干扰”主人公的平静生活、但带领她进入全新世界的线索。事实上,这个充满情绪的、非线性叙事的故事在她大二时已经开始酝酿,但谁都没想到AI来了。于是,她将这个故事的呈现部分交付于AI,以此搭建声音、意识与生态之间的关系,并尝试回应技术迭代背景下感知与情感如何维系的核心议题。有趣的是,恰恰在这个作品中,AI与水下的未知生命形成了奇妙的互文,从而超越了一般意义上的辅助工具,使这个故事成为一场寓言——这恰是童话故事的最初使命。
Perhaps everyone has dreamed of encountering an “unknown life.” Cai Zhuoying's story unfolds in a brilliantly colored lake, where an unfamiliar sound becomes the language of a life reaching out to be sensed and understood. It also “disrupts” the protagonist's quiet existence while guiding her into an entirely new world. In fact, this emotional, nonlinear story had already begun to take shape during her sophomore year—then AI arrived, something no one had anticipated. She therefore entrusted part of the story's realization to AI, using it to build relationships among sound, consciousness, and ecology while addressing a central question amid technological iteration: how can perception and emotion be sustained? Intriguingly, in this very work, AI and the unknown life beneath the water form a fascinating intertextual relationship. AI thus moves beyond the role of a conventional assistive tool, turning the story into a fable—which is precisely the original mission of fairy tales.







