Polygonal Modeling: The Aestheticization of Identity

Authors

  • Chris Kerich

Keywords:

polygonal modeling, skins, computer graphics, identity, representation

Abstract

Starting from the assumption that the skin is a complex organ that carries with it a depth and cultural history that cannot be easily understood, it follows that one must also come to reckon with the technologies that are used to represent skin in digital formats. By far, the dominant computational paradigm for representing 3D objects of any kind is “polygonal modeling”, a system which represents 3D objects as the combination of two things: a mesh and a texture, also known as a “skin”. This seemingly innocuous technological paradigm carries with it important ideological, political messages about identity and visual representation. I approach the analysis of these messages in three ways. First, I briefly examine the history of computer graphics, and polygonal modeling in particular, to show how the engineering values of efficiency and functionality ultimately drove and determined the development of polygonal modeling, and emphasize the cultural and critical reflection absent from that development. Next, I examine cultural practices surrounding 3D models in video games, specifically players skinning characters and the economy of skins, to show how the affordances of polygonal modeling as a paradigm lend themselves to the aestheticization and commodification of identity in digital spheres, advancing a neoliberal ideology that holds identity as an aesthetic commodity to be bought and sold. While it’s unlikely that this technology will radically transform in the near future, it’s important to identify, and reflect on, the assumptions that underlie it and the ideological effects it has. In doing so one can start to imagine new ways of interacting with it, or even start to imagine new technologies with new paradigms that govern them.

Downloads

Published

2019-01-01

Bibtex

@Conference{digra1070, title ="Polygonal Modeling: The Aestheticization of Identity", year = "2019", author = "Kerich, Chris", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1070}", booktitle = "Proceedings of DiGRA 2019 Conference: Game, Play and the Emerging Ludo-Mix"}