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Storyline

Metamorph began in my first semester studying Art in Science as an MA in 2021. The underlying concept was formed with great reflection on the global pandemic and how it changed and continues to change our lives every day. 

 

I quicky discovered that many individuals face on-going health conditions as a result of the pandemic, and throughout my MA I developed varying novel concepts on how health could be improved by incorporating technology into our garments.

 

In my last semester I wanted to focus on mental health, specifically looking to for a solution to improve individual's self-image and self-esteem, whilst reducing the feelings of isolation and loneliness that countless people still stuffer from because of the pandemic. 

 

This led me to amalgamate the physical and digital worlds, to produce a concept that enables users to connect to a digital self via there garments.

 

Metamorph enables users to perceive their selves from a different perspective, connect to other users and feel their Metaverse environment through their garments. 

The following is the storyline of the project throughout my final MA semester. 

I

 

Concept Development 


I produced a visual literature review, exploring the subject discourse, which lead to the discovery of an absence of apparel products that enable users to connect to their digital selves for mental health benefiting purposes. This guided the coherent formulation of my concept, demonstrating the viability of garments connecting an individual to a digital self for self-esteem and self- concept benefitting purposes. 

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Inital Designs 

Creating my own conceptual creative avatar designs, inspired by sci-fi pulp fiction to express the potential transhuman design of our future selves.

Although I did not take these designs into the Metaverse, due to their incredible detail, they are still highly successful and effective at expressing my concept.  

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Development

When speaking with Patryk Kot, a sensor developer at LJMU, I altered my workflow to ensure that I kept to my project’s timeline. Instead of using my creative avatar designs I decided to conducted a full body and facial scan of a real world model, which I imported into a Metaverse plugin software where I could edit the scans and create a digital twin ( A digital replica) of the model. 

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Real world

Continuing with the design concept of sc-fi utopia I designed and produced an ensemble, to replicate in the Metaverse. The details and silhouette of the garments designed, a jacket and pair of trousers, are clean and simple focusing on technical functionality to echo the functionality of the digital world. The connection of the user to a digital self, through their garments will enable users to connect with other users and feel environmental changes, increasing feelings of well-being and reducing feelings of loneliness.  

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When producing my ensemble I connected with Liverpool seamstress Barbara Ainsworth, who advised me of the correct manufacturing methods for the jacket and trousers.

I was also facilitated equipment by the LJMU sewing room patten cutters and garment manufactures; Cathy and Ann. 

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Digital World

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At this stage in my project I connected with Kieran Latham a PHD student at LJMU developing a tactile controller for medical VR simulation training, visualising external sensor data in the Unreal Engine. Who advised me to use the Marvellous Designer software to replicate my ensemble and advised the workflow for inputting the dressed avatar into the Metaverse. 

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After making my jacket and trousers to my models’ measurements, I replicated each digitally, using the 3D rendering software the Marvellous Designer, that PHD student Kieran recommended. To enable a clear workflow I ensured that the avatar in the Marvellous Designer had the measurements as my real world model, to enable the Marvellous Designer avatar to be replaced for the digital twin  with ease, causing no disruption to the digital garments. 

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Amalgamation

The conceptual amalgamation of my digital and real-world garments through the concept film production. To prove my hypothesis that the connection of a digital and real world self through garments, can help improve wellness, increasing self-image and reduce feelings of loneliness. 

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