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PersonaSkin avatar


the personaskin avatar


Read this in english ?

L’inauguration sur Second Life est repoussée en septembre, encore quelques réglages à finaliser.

The PersonaSkin avatar est une création de Ayşe Naz Pelen, Mustafa Çağrı Güven et Doğukan Malbora durant le printemps 2011, dans le cadre des cours of the hybird art/computation CS450 à la Sabanci University, Istanbul. (L’avatar a été créé par Alpha tribe), faisant parti SynchroniCity project.

L’avatar porte sur son corps plusieurs accessoires dont les valeurs de saturation des couleurs changent selon une base de données générée à partir de la section arts et divertissements d’un profil utilisateur facebook. A l’origine, le projet était destiné à un usage dans la vie réelle, inspiré par une RFID (radio identification) basée sur des évènements de la vie réelle reliant les données facebook aux corps physiques, projet lancé en 2010 en Israel.
Malgré ce précédant “physique”, il a été décidé de découvrir en premier lieu les correspondances d’identités au travers d’accessoires et d’équipements dans un monde virtuel. Ainsi, un résident d’un métaverse qui possède également un compte facebook peut utiliser cet équipement pour projeter et montrer ses centres d’intérêts au sein de l’univers virtuel.
According to Swann’s self verification theory, during most social interactions there is a general desire for outside evaluations which verify self-views; in other words, a wish to get others to see us in the way in which we see ourselves (Swann, 2011). Given that Facebook users create their profiles themselves, very much along the lines in which they want to represent themselves, self verification theory has become an important part of this project.
The aim is to achieve an understanding as to how persons may choose to introduce themselves in social networks, real and/or virtual, in order to attain states of self verification through identity matching: The avatar is expected to bring them to the notice of persons of similar facebook status, in terms of their interests presented in the FB arts and entertainments section.
Les donnés sont extraites de facebook via php et l’api facebook. Elles sont alors envoyées sur un serveur puis importées sur SL, LSL est alors utilisé pour associer les données aux objets représentant les différentes catégories sur l’avatar en utilisant l’intensification ou la diminution des valeurs de saturation ou encore par le biais de différents degrés de transparences.
L’âge, le sexe ou encore la situation géographique apparaissent comme peu significative dans un métaverse, les personnes semblant interagir entre elles plutôt selon leurs idéologies ou leur créativité, critères qui sont considérés comme étant des attributs autonome, existant de façon indépendante de la personne réelle derrière son clavier. Dans de telles circonstances, un avatar ayant une apparence androgyne, et dont les ornements reflètent ses centres d’intérêts apparaît comme une stratégie bien adaptée de design. Même si certaines légendes sont nécessaires pour déchiffrer l’apparence des différentes données, l’apparence globale de l’avatar devient elle aussi une légende. Dans le cas où les résidents souhaitent une apparence plus classique, un tee-shirt, un jean et des couleurs de peaux pour homme ou femme sont inclus dans le pack.
Can avatar attire which reveals, rather than conceals a metaverse resident’s persona aid in the process of self-presence and (virtual) self verification? Can personal change be brought about through technologies which not only reveal our pixelated flesh, but also reveal the biological and cultural fields which we weave around us ?. Can social interactions be transformed and enhanced through virtual wearables which reveal our inner beings to those around us? Can novel states of creativity and play, of unique observations breeding new forms of authorship and understanding, come about through virtual candor ?


the personaskin avatar, back view with FB logo

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The inauguration on Second Life has been postponed in September, still some regulations to be finalized.

The PersonaSkin avatar was created by Ayşe Naz Pelen, Mustafa Çağrı Güven and Doğukan Malbora in Spring 2011 as part of the course work of the hybird art/computation course CS450 at Sabanci University, Istanbul. (Avatar design by alpha.tribe), part of the SynchroniCity project.

The project involves an avatar who carries several body attachments which change color saturation values based upon a data feed which is generated from the arts and entertainment section of a facebook users profile. The project was initially intended for real life usage, inspired by an RFID based real life event which tied facebook data to physical bodies, launched in Israel in 2010.
However, despite this physical precedent it was decided to first discover the possibilities of identity matching through accessories and outfits in a virtual world. Thus, a metaverse resident who also owns a facebook account can utilize these attachments to project his/her interests to the outside (virtual) world.
According to Swann’s self verification theory, during most social interactions there is a general desire for outside evaluations which verify self-views; in other words, a wish to get others to see us in the way in which we see ourselves (Swann, 2011). Given that Facebook users create their profiles themselves, very much along the lines in which they want to represent themselves, self verification theory has become an important part of this project.
The aim is to achieve an understanding as to how persons may choose to introduce themselves in social networks, real and/or virtual, in order to attain states of self verification through identity matching: The avatar is expected to bring them to the notice of persons of similar facebook status, in terms of their interests presented in the FB arts and entertainments section.
The data is being taken out of Facebook via php and a Facebook api. Subsequently the data is sent to a server and from there imported into Second Life, where LSL is being used to embed the data into the objects which represent the various categories either by heightened/lessened saturation values or alternatively through different levels of transparencies.
Questions such as age, sex and geographic location appear to become increasingly less relevant in a metaverse environment, where people seem to interact mainly through their ideologies and their creativity which are taken to be standalone attributes which exist independently of the ‘real life’ persona behind the keyboard. Under such circumstances an avatar of androgynous appearance, whose adornments are created out of his or her areas of interest seems to be particularly apt design strategy.Since some kind of legend is needed to decipher visualization of the incoming data, the skin of the dramatic full avatar also serves as a legend. In the case of residents who wish to go for a more conservative appearance, a t-shirt, jeans and various colorized male and female skins are also included in the package.
Can avatar attire which reveals, rather than conceals a metaverse resident’s persona aid in the process of self-presence and (virtual) self verification? Can personal change be brought about through technologies which not only reveal our pixelated flesh, but also reveal the biological and cultural fields which we weave around us ?. Can social interactions be transformed and enhanced through virtual wearables which reveal our inner beings to those around us? Can novel states of creativity and play, of unique observations breeding new forms of authorship and understanding, come about through virtual candor ?

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