Methods of Iterations

Week 1

The tool I chose to explore for this brief is Spark AR Studio, an application for designing filters that can be used while taking a picture or during a video call. I found filters contradictory because the original goal of the camera is to capture the moment in the most accurate and realistic way possible. While the technology for clarity and accuracy continues to develop, the creation of filters acts as an oxymoron.

As Spark AR is new to me, I began my exploration by learning how to use the software and getting familiar with its assets and assigned goals for each iteration, while trying to explore the possibilities and limits of the application.

Cinema 4D was another software I began to learn from the project as it is needed for face distortion. 

Week 2

From week 1’s critique, my question and direction for where these experiments were leading became more clear. The fundamental issue with face filters is that they put a digital veil on the reality, to an extent that they make us look awkwardly fake. We keep pushing the boundaries that we are over artificializing ourselves through technology, leading us to the uncanny valley. This term is often used to describe avatars, cartoon characters, and robotics, whereas now we are striving to look like them as if they are the ideal appearance.

Why are we pushing robotics and avatars to be more “human” while we push ourselves to be more like them?

For week 2, I experimented different ways to create filters that would mimic the discomforting appearance and set off the uneasiness. The categories I looked at are skin, eyes, and smile. Creating the flawless skin is the most common effect for face filters so I wanted to hyperbolize the texture and pores of the skin. Through the references I looked at for uncanny valley, eyes and smiles were the common features that give away the artificialness. Within each category, I also created a scale of exaggeration to see if to which extent it becomes uncanny and when it will be too obvious that our brain can identify right away that something is unreal. I have also experimented creating interactive filters.

Week 3

From week 2’s critique, I decided to push forward with creating skin as it was the most unsettling when used. Additionally, it questions the concept of robotics and avatars looking more human while we look more artificial. How putting real skin texture on filters will contrarily make us look more uncanny.

I experimented with color, shading, and hair to create the most believable skin. The final filter I created is a combination of smile distortion and skin texture.

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