吴 润曦
Wu Runxi
Profile
wurunxi@caa.edu.cn
Hi, I'm Runxi—a creative researcher passionate about design and technology.
I received my bachelor's degree (2022) in Art and Technology from the School of Innovation Design at China Academy of Art, where I was honored as a provincial and university-level outstanding graduate. I then pursued a master's degree (2025) in Art-Empowered Innovation and Technology (Intelligence and Ecology track) through the university's recommendation system. I conducted research internships at Tongji University's School of Design and Innovation in the Intelligent Big Data Visualization Lab, and later worked as a Visual Design Engineer at iFlytek.
My current goal is to become a human-computer interaction researcher. My research interests include well-being-centered interactions, future empathy design, sustainable human-computer interaction, and data narrative experiences. I explore how design can transform definitions, create compelling user experiences, and foster creative learning and sustainable development.
CV SELECTED WORK Golden Vase on New Year's Day
SELECTED WORK
金壶元日-以“投壶”为题的IOT交互式体感游戏
Golden Pitcher New Year's Day - An IoT Interactive
Kinetic Game Featuring “Arrow Toss”
设计说明 DESCRIPTION
本项目从非物质文化遗产保护视角出发,将中国传统“投壶”游戏与虚拟现实、体感交互等新兴技术相结合,以中国传统古画作为互动游戏的叙事载体,在时间、空间、对象等不同维度上进一步探索投壶游戏的内容多样性。
项目内容基于“投壶演变的两个典型特征”——“从礼仪到游戏、从宫廷贵族专属到飞入寻常百姓家”,挖掘其中“投壶场景的更迭”。通过“人、物、场”的重构组合,以“门窗”开合为视角过渡,为观者引入不同投壶背后不同朝代的典型新春场景。在投矢的游戏交互中,巧观历史新春,共赴市集庙会,了解传统文化。
项目旨在探究将沉浸式游戏以及虚拟现实等技术应用于“中国传统游戏”的数字博物展陈与互动体验的设计策略,进一步提出中国传统文化的有效创新传播路径,真正实现“寓教于乐、融学于趣、化教于心”。
This project, approached from the perspective of intangible cultural heritage preservation, integrates the traditional Chinese game of “投壶” (arrow-throwing) with emerging technologies such as virtual reality and motion-sensing interaction. Utilizing classical Chinese paintings as the narrative medium for interactive gameplay, it further explores the game's content diversity across dimensions of time, space, and objects.
The project content is based on “two typical characteristics of the evolution of arrow-throwing”—transitioning “from ritual to game, and from an exclusive pastime of the imperial court and nobility to one embraced by the common people”—delving into the “transition of arrow-throwing scenes.” Through the reconstruction and combination of “people, objects, and settings,” and using the opening and closing of “doors and windows” as a visual transition, it introduces viewers to typical Spring Festival scenes from different dynasties behind various arrow-throwing activities. Through the interactive arrow-throwing game, visitors can skillfully observe historical Spring Festivals, join bustling market fairs, and gain insights into traditional culture.
The project aims to explore design strategies for applying immersive gaming and virtual reality technologies to digital museum exhibitions and interactive experiences of “traditional Chinese games.” It further proposes effective pathways for innovatively disseminating traditional Chinese culture, truly achieving “education through entertainment, learning through fun, and nurturing values through experience.”