We live in a materialistic society, where the act of obtaining goods holds more weight than necessity. The term "retail therapy" is a testament to how purchasing items, essential or not, activates our reward system and makes us feel better, even if our wallets don't hold the same sentiment.
Compared to the temporary gratification of in-app purchases and DLCs (Downloadable Content) in the gaming industry, this project gives users the idea of having items, without actually purchasing them. Here, the idea of having a product is more important than the physicality of having the object itself.
Photogrammetry allows us to accruately capture product details, albeit its physical attributes. AR introduces it to our reality; the object is virtually with us and can continue to be with us on our devices.
I chose shoes as my subject matter as a tribute to HYPEBEAST culture, where consumers buy and resell designer and branded items. Some resell items are priced thousands above their intended price and production cost, however buyers accept the monetary loss for the price of quality, materialism, and exclusivity, while sellers accrue more for the price of constantly looking out for drops. It creates this cycle that is both oddly sustainable and capialist, after all, HYPEBEAST culture is an expensive hobby.
I envision this conceptual project to have a variety of applications. Primarily, it could reform the online shopping industry by allow users to observe a product in a 3-Dimensional perspective rather than just 2D. I believe it can also help users burdened by hoarding to view the items most meaningful to them forever.
As we slowly transition to a complete digital age, I see AR as a virtual storage, a place where users where users can still view important items, even if they aren't physically with them.
Shoes were created through photogrammetry using Metashape Pro. Meshes and textures were adjusted using Autodesk Maya. AR was done through Adobe Aero.