XIUNAN FAN / NANCY

DEVOUR / A VIDEO ART PROJECT BY XIUNAN FAN / 2026

What happens
when attention
comes apart?

Devour is a video art project exploring fragmented attention, self-perception, and the information cocoon.

Explore the proposal ↗
SCROLL TO EXPLORE — 001 / 007

A journey through
selected
information.

In the endless scroll of short-form video, information is filtered, rearranged, and pushed toward us. Beginning with personal experience, this project explores how fragmented attention changes the way we understand ourselves and the world around us.

The planned outcome is a first-person video artwork with elements of psychological horror. A forest, a processing machine, and a candy house form its three central images.

View the project concept ↗

Visual Journey.

Tracing ideas for the film through research, artistic expression, and fairy-tale narrative.

Colorful installation artwork collected as a visual reference in the proposal
01 / VISUAL REFERENCE

Where symbol meets concept

Included in the proposal as a visual reference for turning abstract ideas into visible forms.

View original reference ↗
Fragmented installation artwork collected as a visual reference in the proposal
02 / VISUAL REFERENCE

An expression of fragmentation

Its scattered, expanding forms suggest how a loss of focus might feel visually.

View original reference ↗
Hansel and Gretel book cover showing two children in a forest and a candy house
03 / NARRATIVE REFERENCE

The Candy House / Hansel and Gretel

The contrast between a sweet exterior and hidden danger becomes a narrative metaphor for the information cocoon.

RESEARCH NOTE

The proposal also cites a study of short-form videos and rational thinking among university students. Read the paper ↗

Idea
Presentation.

Devour / project proposal

01 / IDEA

Core idea

Devour examines the relationship between people and self-perception. It focuses on fragmented attention in the short-form video era, the weakening of deep thought, and the fear of the unknown that may follow.

02 / MOTIVATION

Why it matters

Endless scrolling affects everyday attention. Personal choices and platform recommendations together narrow the information we encounter and change our capacity for sustained focus and deeper reflection.

03 / INSPIRATION

Inspiration & References

Visual and narrative references from the Visual Journey, gathered here alongside the research that informs Devour.

Colorful installation artwork collected as a visual reference in the proposal
01 / VISUAL REFERENCE

Where symbol meets concept

Included in the proposal as a visual reference for turning abstract ideas into visible forms.

View original reference ↗
Fragmented installation artwork collected as a visual reference in the proposal
02 / VISUAL REFERENCE

An expression of fragmentation

Its scattered, expanding forms suggest how a loss of focus might feel visually.

View original reference ↗
Hansel and Gretel book cover showing two children in a forest and a candy house
03 / NARRATIVE REFERENCE

The Candy House / Hansel and Gretel

The contrast between a sweet exterior and hidden danger becomes a narrative metaphor for the information cocoon.

RESEARCH NOTE

The proposal also cites a study of short-form videos and rational thinking among university students. Read the paper ↗

04 / CONCEPT

Research and metaphor

The idea draws on personal experience, academic research, fragmented visual forms, and Hansel and Gretel. A wild forest represents unprocessed information; a processing machine stands for platform filtering; and the candy house represents the information cocoon.

Hand-drawn concept map for Devour, showing a forest-like canopy, processing machines, scattered fragments, and a large mouth below
CONCEPT MAP / DEVOUR
05 / PATHWAY

Video pathway

The project follows Pathway B to create a video artwork. Scenes will be built in Unreal Engine and experienced from a first-person perspective, creating a world shaped by psychological horror.

06 / PRODUCTION

Tools and AI

Planned tools include Blender, Unreal Engine, Codex, CapCut, and DaVinci Resolve. The workflow covers storyboarding, concept design, modeling, scene building, lighting, editing, and color grading. AI will assist with concepts and models, software workflows, and scheduling.

DEVOUR / PRODUCTION SEQUENCE

From concept to final film

Six stages move the project from its first narrative sketches to the finished video.

  1. 01

    Storyboard

    Plan the first-person narrative and key transitions.

  2. 02

    Scene & concept design

    Develop the environments and key visual ideas.

  3. 03

    Model generation & editing

    Create and refine the visual assets.

  4. 04

    Unreal Engine assembly

    Build the scenes and camera path in UE.

  5. 05

    Lighting & atmosphere

    Shape the mood, visibility, and sense of unease.

  6. 06

    Editing & color grading

    Bring the sequence together and finish its look.

07 / CHALLENGE

Open questions

Key challenges include creating immersive psychological fear, maintaining a coherent world and narrative, and keeping AI-generated assets visually consistent. Cross-software MCP workflows will also require experimentation.

DEVOUR / PROCESS ARCHIVE

Working Log.

Concept development and visual studies for the final video project.

LOG 03 / DATE

5–11 November 2026

PROJECT STAGE / STORY AND SCENE DEVELOPMENTVERSION / NOT RECORDED

02 / Development progress

I refined the film story, improved the concept images, generated detailed 3D models, and began assembling an outdoor scene in Unreal Engine. The source log does not give a completion percentage.

03 / What I did

  • Refined the film story and its narrative sequence.
  • Improved the concept images with Dreamina, then used the revised images as references for high-detail models in Tripo 3D.
  • Acquired desert and rock asset packs, shaped terrain and applied textures in Unreal Engine, and tested a preliminary assembly using the monster and candy house models.

04 / To-do list

  1. Complete the candy house interior design and build; consider using UE MCP.
  2. Design and build the pipe models; consider using online assets.

05 / Existing problems

It is unclear whether the interior and exterior scenes should share one Unreal Engine project. If they do, I need to determine whether the current candy house model can support an interior scene.

Animating the muscle movement inside the underground monster’s mouth is technically difficult.

06 / Possible solutions

I could build the interior and exterior atmospheres as separate Unreal Engine projects and connect them through a button or film editing.

After placing the models, I will test whether AI tools can help animate the mouth. If that does not work, I will consider rigging or omit the animation.

LOG 02 / DATE

3 November 2026

PROJECT STAGE / INTERACTION PROTOTYPEVERSION / NOT RECORDED

02 / Development progress

I completed a local browser prototype for a scene in Devour: liking content raises syrup inside the room. I also connected a finger-heart gesture to the like action and tested the interaction on my computer. The prototype has not yet been integrated into the final artwork or published as part of this website.

03 / What I did

  • Chose Codex, p5.js, and ml5.js HandPose to explore gesture-based interaction. In a p5.js study, I tracked the thumb and index finger and tested a finger-heart gesture.
  • Built a separate browser scene with a computer, a like button, and rising syrup. Each like raises the syrup by 10%; ten likes lead to an ending screen. I added mute and restart controls.
  • Added a low, slow syrup-flow sound that grows louder with each like while keeping the like notification volume unchanged.
  • Connected webcam gesture recognition to the scene's existing like action. I corrected a model-loading error and a case where the camera showed video but reported “No hand.” I then confirmed that the interaction worked locally.

04 / To-do list

  1. Test gesture recognition under different camera angles, lighting conditions, and hand distances; adjust thresholds if needed.
  2. Decide how the interactive scene will connect to the final project's visual style and narrative.
  3. Record a demonstration video of no more than two minutes and complete the short tool-experience report required for Week 07.

05 / Existing problems

Codex initially increased the like-notification volume instead of the syrup-flow sound; I clarified which sound should change. The first gesture integration also hit a detectStart is not a function error and then failed to detect a hand despite showing camera video. Those issues were corrected, but recognition can still depend on hand position and camera angle. The prototype remains a local study rather than a finished project scene.

06 / Possible solutions

I will test the open-hand-to-finger-heart sequence under varied conditions, tune the rules, and keep mouse controls as a fallback. The prototype and troubleshooting notes will inform the final scene and the tool-experience report.

LOG 01 / DATE

14–20 October 2026

PROJECT STAGE / CONCEPT DESIGNVERSION / NOT RECORDED

02 / Development progress

Concept design is in progress. I completed base coloring for the project map and line art with base colors for three key elements: the monster, the trees, and the candy house. The source log does not give a completion percentage.

03 / What I did

  • Added base colors to the project map.
  • Produced line art and base-color studies for the monster, mushroom-like trees, and candy house.
  • Designed the candy house with a sticky, distorted form to create a horror atmosphere.
  • Combined tree trunks with mushroom forms in the tree concepts.

04 / To-do list

  1. Continue refining the concept designs.
  2. Test generating 3D models with Tripo3D.
  3. Explore an interior design for the candy house.

05 / Existing problems

The concepts do not yet feel clearly connected or memorable. They need stronger visual symbols that link them to fragmented attention in the short-form video era.

06 / Possible solutions

I plan to create a mood board to define a consistent visual style and shared elements, gather more references, and refine how the concepts connect to the project's central idea.

THE FOREST / THE MACHINE / THE CANDY HOUSE

Devour.
Enter the information forest.

Devour is a planned first-person video artwork that moves through a forest, a processing machine, and a candy house to show how information is processed, filtered, and wrapped into an immersive world.

The project is currently at the proposal stage. The finished video and process materials will be added here when they are complete.

FORMAT
Video art
PATHWAY
B
STATUS
In development
TOOLS
Blender / Unreal Engine / DaVinci Resolve

Feedback & Response.

Critique and testing feedback will be archived alongside revision decisions, so the reasons behind the project’s development remain visible.

AWAITING FIRST FEEDBACK / NO ENTRIES YET

XIUNAN FAN / NANCY

Studying attention.
Recording thought.
Making images.

I am Xiunan Fan (Nancy). This website is my evolving research archive for Devour, a video project about attention, platform-curated information, and self-perception.

The material currently shown comes from my profile and project proposal. I will add working logs, feedback, and the finished artwork as they are completed.

AI & PROCESS

The proposal plans to use AI to support concept and model development, cross-software workflows, and scheduling. Specific uses will be documented in the working log.