WATCHA LOOKIN' AT?

A concept for an interactive MR app and exhibition examining sight, synesthesia and surveillance.

domain

medium

year

role

PERSONAL

illustrator / Photoshop/MR

2022

solo project

CONCEPT

This exhibition and accompanying app design recognizes that sight is at times a unique experience, and at other times shared. It provokes visitors to reconsider how we see, how seeing supports empathy, and what it means to be seen.

Through the use of an XR app, "Kulturraum" (German for "cultural space"), visitors immerse themselves in the following experiences =

(1) discovering what people look at most in famous paintings, as presented through heat map filters generated from eye tracking studies. These studies could reveal commonalities in different age, gender, racial and religious groups.

The poster "How do we see like others?" and the thermal imaging AR filters correspond to this experience.

In the museum garden, visitors can visualize XR renderings of animal vision. Here, bird vision.

(3) As part of the physical experience, visitors could user VR goggles in a museum room to visualize three experiences showing migrant stories.

These VR experiences consider sight as perception and support that "seeing is believing."  isual content provides visceral evidence in journalism for instance, offering tangible proof of events that can substantiate the truth and elicit empathy.

(4) To provide a comfortable transition from the VR experience back to the real world, visitors then enter a relaxing room flooded with different colored light as music plays. The colors depict associations made by sight-to-sound synesthetes.

Final room

(5) To exit the exhibition, visitors must pass through a small, dark room one-by-one where they are surrounded by stacks of TVs. These TVs will show them each capture CCTV cameras made of them throughout the visit. Visitors are confronted with the reality of mass surveillance, reminded that as we look upon the world, we are ourselves being looked upon.