WANG Yang 汪洋

Yang Wang 汪洋 — artist, writer, and researcher based in New York, working in critical computing, media art, and the philosophy of technology.

The Mainland Register

The Mainland Register 大陆的声调

Notes from 798CUBE798CUBE 札记

Note: The English version is the directly written original; the Chinese version is an LLM-assisted translation. 说明:英文版是直接写作的原文;中文版为 LLM 辅助翻译。 English It has been more than a decade since I last threw myself into an exhibition on the mainland. Maybe that was too long. Returning to 798 for a white-cube exhibition, I found myself remembering the person I was when I first moved to New York: the first projects I made there, during those first few years, before I shifted into a register more legible to the New York art field. That shift was partly forced and partly a genuine …

2026
Machine as Memory as Orientation as Condition

Machine as Memory as Orientation as Condition(zzyw.org ↗)

published in Counterstructural Commons as a chapter (Rhizome)作为章节刊于 Counterstructural Commons(Rhizome)

Published in Counterstructural Commons as a chapter (Rhizome), May 2026. Part I. The Library Imagine a dark, massive library where the books are glued to the shelves. The library has a mechanical track on the floor, and a robot arm fixed onto it. Visitors walk in with a flashlight which they can use to retrieve the books. They shine the light on a shelf labeled with the topic of their interest. Say, when light hits the “Double” shelf, a robot arm automatically “grabs” the book for you. But because the books are glued to the shelves. Instead of grabbing the original copy the …

2026

Ground, Not Friction

designing with a telos, not against the user

So many talks in designing for “friction” — against the smooth-and-all-available design ethos — also as a response to the void of negativity in design thinking (not that design thinking). Yet the framing, like the framing of degrowth, shares the same issue — or rather, the framing isn’t wrong so much as it looks at the wrong layer. And it is this misplaced focus that causes the friction-design method to confuse itself — what is the difference between a good friction and a bad friction? Where does good friction stop and pure obstaclism start? The design-for-friction …

2026
Software as Worlding Infrastructure

Software as Worlding Infrastructure 软件作为世界构建的基础设施

Project and research share项目与研究分享

This manuscript was transcribed by a large language model from a lecture of the same title delivered at Duke Kunshan University on September 29, 2025. A closely related version was presented at Hong Kong Baptist University on September 24, 2025. I gratefully acknowledge the invitations from Prof. Ziv Ze’ev Cohen and Prof. Rui Hu (Duke Kunshan University) and from Prof. Kachi Chan (Hong Kong Baptist University). The title is “Software as Worlding Infrastructure.” Before I start, I want to spend a bit of time explaining what the title even means. I think “software” and …

2025
世界和计算性 · World, Computationality

世界和计算性 · World, Computationality 世界和计算性

School of Intermedia Art, China Academy of Art, Hangzhou中国美术学院跨媒体学院,杭州

Sep – Oct, 2025 · 汪洋 WANG Yang 写在前面 我们的世界被层层的技术调解,技术对生活的影响如此巨大它几乎要获得主体性。本课程将创作者(不管是艺术家还是设计师或者其他文化工作者)重新定位为一股重要的再定向力量 — 一定程度上获得一些对于技术的清醒以及转动方向盘的实在力。技术并非中立的工具;它是一种拥有自身历史、政治和社会影响力的强大媒 …

2025
A World Awaits

A World Awaits 一个世界在等待

on memory, time, and a habitable new world — published in Beijing Literary Criticism记忆、时间,与一个可栖居的新世界 ·《北京文艺评论》

In recent years, among the work of artist friends around me, “memory” and “time” have appeared alongside AI, databases, and futurism with increasing frequency. A few years ago, I accompanied several friends to Lincoln Center to see Memoria by the Thai director Apichatpong Weerasethakul. The camera drifted slowly through the damp rainforests of South America; through the protagonist’s somnambulant gait, time itself drifted in nonlinear ways. Though these works were made in recent years, what they presented was a weary old world, carrying the texture of a dream occurring …

2025
Mountain of Many Voices

Mountain of Many Voices 众鸣山(zzyw.org ↗)

dialogue game and installation对话游戏与装置

Momv, Installation view at Times Museum, Guangzhou, China. March, 2025 Brief Mountain of Many Voices is an alternative reality game and installation that begins with digital narrative experiences and hands-on creation, culminating in a communal ritual of divination and offering. Through intuitive digital interfaces, players embark on a pilgrimage, assuming the role of an urban traverser who eventually ascends a mystical mountain. Along this journey, they encounter layers of memories, voices, and visions that are intricately interwoven into an evolving narrative. Each …

2025
The Hazy Machine

The Hazy Machine 雾机器(zzyw.org ↗)

Alternative Computing Model另类计算模型

Many of our past works critique the dominant schemes of designing and developing computing systems, as we hold the view that computing systems are increasingly becoming the mediating layer between us and reality. As a result, the most important design challenge in our age is the reexamination of our computing systems, as any societal change cannot be complete without it. Hubert Dreyfus (1929-2017, American philosopher) pointed out that one must look into the ontological, epistemological, and psychological assumptions of computation and question their limits and legitimacy. …

2024
Let the Haze in From All Bounds

Let the Haze in From All Bounds 让雾霭从四面充斥

art critique / designer's manifesto艺术批评 / 设计师宣言

Computing systems, often seen as objects rather than what they really are in essence—a collective of logic—are increasingly becoming the mediating layer between us and the real, yet they are becoming more and more homogenized, controlling, and gradually transforming the multidimensional future into a one-dimensional racetrack. As a result, the most important design challenge in our age is the reexamination of our computing systems, as any societal change cannot be complete without it. The algorithmic sphere today, the global network, is largely constituted by software that …

2024

China Is a Calque of Modernity 中国是现代性的仿译词

It is almost taken for granted that China has “entered modernity,” given its advanced technology and industrialization. Yet if we define modernity not simply as a material condition, but as certain attitudes — Gestell, commodification, the subject-object ideal — arising from a particular Weltanschauung, then what China is in is not modernity in the Western sense. China is a calque of modernity. The image plays in sync, but the audio track is from a different film. The grammar that received the borrowing is older, and it rewrites what it absorbs. What we have is a …

2024

Out of Sight 目所不见(zzyw.org ↗)

A Video Essay on Computational Objects关于计算物的影像散文

Digital Video, English and Mandarin, 2022 “Out of Sight,” a digital video created by zzyw, showcases the duo’s latest installment in their “Rule-making as Worldmaking” series. Through the use of a “desktop cinema” format, the video explores zzyw’s research on rulemaking in simulated computational environments, specifically drawing upon their collective work on ThingThingThing from 2019 to 2021. This video not only provides insight into zzyw’s thought-provoking research, but also offers a glimpse into the engineering efforts behind the creation of ThingThingThing. 目所不见(Out …

2023
Wandering Between the Line of Computable and Uncomputable With zzyw

Wandering Between the Line of Computable and Uncomputable With zzyw 在可计算与不可计算之间游走——与zzyw(zzyw.org ↗)

Podcast: Cacotopia, Macalline Art Center播客:恶托邦,美凯龙艺术中心

About the podcast “卡壳”(Cacotopia)是一个收集不同声音的播客项目,专注于那些在日常生活中容易被忽略的声音。“卡壳”每期邀请1~2位艺术家、学者、研究者作为嘉宾,与我们共同分享他们跨学科的创作、文本和思考。 Apple Podcast New York-based artist duo zzyw (Qi Zhenzhen and …

2023
World on a Wire: ZZYW’s ThingThingThing Workshop

World on a Wire: ZZYW’s ThingThingThing Workshop World on a Wire:ZZYW物物物工作坊(zzyw.org ↗)

Thing making workshop with New Museum-Rhizome与新美术馆-Rhizome共同举办的物件制作工作坊

The workshop, hosted by New York-based art and research duo ZZYW, focuses on the concepts of systems theory and its application to various computational, social, and biological phenomena. Participants are guided through examples of different systems, including the human body, Tulip Mania, and the Exquisite Corpse game. Following this, they engage in a collective drawing exercise to design their own algorithmic entities or ‘Things.’ These ‘Things’ are then injected into a shared virtual world, creating a live, accessible simulation that forms part of the ongoing “World on a …

2023
Other Spring

Other Spring 桃源(zzyw.org ↗)

theory-fiction world-building理论虚构世界构建

Exhibition History 2025 City Campus Art Museum, Guangzhou Academy of Fine Arts, Guangzhou, China 2025 PARC 杭州, Hangzhou, China 2024 HOW Art Museum, Shanghai, China 2024 Hanart TZ Gallery, Hong Kong SAR 2024 Today Art Museum, Beijing, China 2024 HEK (Haus der Elektronischen Künste), Basel, Switzerland 2024 Museum MACAN (Modern and Contemporary Art in Nusantara), Jakarta, Indonesia 2024 Objectifs, Singapore 2023 China Academy of Art, Shanghai, China 2023 Ars Electronica, Linz, Austria 2023 Elektra Virtual Museum, Montreal, Canada 2023 HMG, Yongin, South Korea Other Spring …

2023
Go To Sea

Go To Sea 下海(zzyw.org ↗)

point-n-click video game点按式电子游戏

Installation view at Today Art Museum, Beijing. July, 2023 《下海》是一款以九十年代的中国为背景的复古像素风格叙事游戏。故事发生在中国北方某工业城镇,讲述了年轻人小吴在公共澡堂打工的经历。澡堂是当地居民最常聚集休闲的场所,也是信息交流的重要场域。小吴在这里与各种各样的人发生短暂却意味深长的交流和碰撞,在互动中不断受到潜移默化的影响。 《下海》试图捕捉当时的私密故事,营造一个受中国现代化浸染的似曾相识且奇幻的昨日世界,通过数字游戏的方式让玩家探索发现。 这是团队的首款传统叙事游戏,其故事探讨了在经济逐渐繁荣的过程中,个人时常会经历的新奇情感,因为他们必须不断适应新的环境。这种复杂的成长、变化和自我发现的经历定义了80后和90后在中国成长的共同记忆。 此次展出的《下海》是制作组特别为展览定制的版本。不同于原作的线性叙事,展览版通过四个平行的空间——白天、黑夜、游戏厅与小康家,展开空间式的叙事。四个看似碎片化的空间,皆由游戏的核心主题贯穿联系。艺术家还为每个空间运用了独特的视觉和技术手法,像素2D、像素3D与现代3D,呈现出多种视觉风格。这种多空间、多样式的呈现,邀请观众从崭新视角审视游戏作为艺术媒介的可能,揣摩其叙事内容。空间之间的细节暗示出更深层的关联,等待观众发掘。 project …

2023

Computational Studio: Simulated 计算工作室:模拟(zzyw.org ↗)

School of Fine Art, Cooper Union, New York库柏联盟美术学院,纽约

This computational studio course immerses students in the fundamentals of simulated worldbuilding, covering both technical implementation and critical theoretical contexts. Using tools like Unity, Blender, and coding, students learn systems design, modeling, animation, interactivity, and critical approaches for realizing virtual environments and experiences. Assignments progress from conceptual experiments to hands-on creation of behaviors, forces, and narratives through 3D assets, shaders, and other computational methods. Readings ground technical tutorials in relevant …

2023
What is a Computational Object?

What is a Computational Object? 什么是计算物?(zzyw.org ↗)

Guest Talk, School of Visual Arts访客演讲,视觉艺术学院

What is a Computational Object? Reimagining Object Interaction: Exploring the Boundaries of Physical and Computational Realities with ThingThingThing This presentation offered an exploration of the nature of objects, both physical and digital, and how they can be altered through interactions. It sought to redefine the way we perceive objects and their implications in our world, extending beyond traditional human-centered perspectives. The talk dove into the topic of computational objects, presenting them as a unique blend of variables, functions, and properties tied to …

2020
ThingThingThing

ThingThingThing 物物物(zzyw.org ↗)

collective worldmaking platform集体世界构建平台

Brief ThingThingThing is a computational environment that facilitates the creation and interaction of digital entities. Developed through collaborative workshops, it allows participants to define entities within certain parameters. Once introduced into the system, these entities exist and interact autonomously, evolving without further direct human intervention. The visual design of ThingThingThing is characterized by its abstract, geometric aesthetic. The creatures and the environment they inhabit are intentionally non-realistic, highlighting the project’s focus on …

2019
Make a Computational Object

Make a Computational Object 制作一个计算物(zzyw.org ↗)

Workshop at Asia Art Archive in America亚洲艺术档案美国中心工作坊

ThingThingThing workshop held at Asia Art Archive in America at Asia Art Archive in America An art video game is like daydreaming – a dream that one can go back to over and over again. Objects within the Game are external manifestations of their creators’ spirits. While their creators are tied up with the reality of life, these tiny Objects awaken in this wondrous space of “grandeur” (Gustave Bachelard, 1948), brought to life through the imagination of the Game creators. They twist, turn, wiggle, roll around. On a sunny day, they wander within the Game land, make a friend, …

2018
LENNA

LENNA(zzyw.org ↗)

automatic graphic design system自动平面设计系统

LENNA is a computing system that produces graphic design on its own. The system consists of multiple software and hardware components, including a custom-written computer algorithm running on a modern computer, a connected plot printer, and a monitor displaying the design process. The system is programmed to create graphic designs that follow the visual principles of the most popular International Typographic Style, often referred to as Swiss Style. This design style was developed in the 1920s in Europe and later widely adopted by American designers. Since then, it has …

2016