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Thesis Proposal

Spatial Memory: Exploring Human-Memory Interaction in the Digital Space

Last updated: January 25, 2026

Working Title

Spatial Memory: Exploring Human-Memory Interaction in the Digital Space


1. Project Overview

Core Inquiry

When the medium of memory shifts from “flat images” (photos, videos) to “digital spaces” (3D Gaussian Splatting, Volumetric Capture), how will our perception and interaction with past experiences change?

Context

  • People record experiences through photos and videos — 2D forms with fixed perspectives
  • When we look at photos, we’re “spectators” — we can only look at the past
  • Now, 3D scanning technologies (like 3DGS) allow us to preserve “space” itself
  • When space can be preserved, we transform from “spectators” to people who can “return” to that space

Three Dimensions of Exploration

  1. Return to: When I can freely walk through a past space, does memory become more real, or more ghostly?
  2. Reshape: Does editing spatial memory equate to psychologically reshaping our past?
  3. Share: How do we design the “ritual of entering a memory”?

2. Motivation

My Background: Theatrical Lighting Designer

As a theatrical lighting designer, I’m sensitive to light, but more importantly, I deeply understand the symbiotic relationship between light and space:

  • Space lets light travel, and also blocks it
  • Light attaches to space
  • Space opens up or shrinks because of light

When I judge whether a scene looks “right,” I’m actually feeling the entire space — not just where the light hits. This makes me extremely sensitive to how space changes with light in everyday life.

Space Is How I Perceive the World

For me, space is unique:

  • It’s how I perceive and understand the world
  • It’s how I communicate the world — my feelings transform into light, then reach the audience

And space has a unique quality: it can envelop people.

What I Want to Explore

When we can preserve space, and share spatial memories — what does that feel like?

This isn’t just technical curiosity. It’s a deep exploration of “how to convey experience through space” — which is exactly what I’ve been doing as a lighting designer.


3. Form / Output

Intended Form

Practice-Based ‘Single-Artifact’ Project

A VR/MR experience that allows audiences to enter digitally preserved spatial memories.

Technical Approach

Pipeline:

360 camera capture → RealityScan (point cloud) → PostShot (3DGS) → Unreal Engine → VR
PhaseTools/Technology
Space Capture360 camera, iPhone
Point CloudRealityScan
3DGS ProcessingPostShot
Engine IntegrationUnreal Engine (3DGS Plugin)
Experience FormatVR (Meta Quest)

Interaction Design

What can audiences do:

  • Walk freely through preserved space
  • Change the space: adjust lighting, colors, create particle flow
  • Or simply observe the space changing
  • Interaction can be big or small — pure observation is also a form of interaction

Current Exploration:

  • Body interaction in VR
  • Hand tracking, body movement → change brightness/atmosphere of spatial memory

Design Direction: Let audiences interact with spatial memory through “light” and body — this echoes my background as a lighting designer and explores embodied interaction with memory.


4. Timeline (14 weeks)

Phase 1: Concept & Tech Exploration (Week 1-4, Jan-Feb)

  • Decide which space to scan
  • 3DGS pipeline technical experiments
  • VR basic setup and testing
  • End of Feb: Complete first Prototype

Phase 2: Development (Week 5-8, Feb-Mar)

  • Formally capture target space
  • 3DGS processing and optimization
  • Lighting design experiments
  • VR interaction design and implementation
  • Mar 11: Midterm Demo

Phase 3: Iteration & Refinement (Week 9-12, Mar-Apr)

  • Iterate based on feedback
  • Evaluative testing
  • Refine experience flow

Phase 4: Final & Documentation (Week 13-14, May)

  • Final adjustments
  • Process Documentation
  • Showcase preparation

5. Thesis Statement

“My thesis explores the transformation of human-memory interaction when memories shift from 2D images to 3D spaces, by creating a VR experience that uses 3D Gaussian Splatting to allow users to return to, and potentially reshape, their spatial memories.”


6. Existing Work

I’ve already begun experimenting with 3D Gaussian Splatting:


7. Presentation


Last updated: 2026-01-26