Enviromental Framing is a digital project developed at the Royal College of Art as a response to the brief “digital Identity”. This project consists in a social and cultural study on identity and the systemic gap in its representation within the digital environment. As an outcome of this research, our team created an augmented reality application that challenged the biased perception of identity within digital contexts and the limitation in its representation, as in social media and videogames.
/ TECHNICAL DETAILS
Based on the research of MIT professor Fox Harrell on Phantasmal Media and digital identities, using his study on Oblivion's and social stereotypes we created a AR app that brings the user to face identities misconception. For this experiment, we asked to our focus group to describe themselves in terms of type of environment they were born surrounded by. Afterwards, we provided them with a very limited set of choices to pick from: 4 types of weather, 4 types of landscape.
For each combination, we conceived 16 different stereotypes, elaborating different physical characteristics based on Harrell Archetype Analysis. All models were created with MakeHuman, a 3D character modelling software, were we faced ourselves peculiar constrains. The AR platform was created with Unity and Vuforia.
Team: Alberto Bonanni, Antoni Jancelewicz, Alexia Remoleux, Kingsley Lee
Tutors: Thomas Deacon, Halim Lais
Software: MakeHuman, Unity and Vuforia