Juhász Levente

Animation MA
supervisor
Fülöp József
masterwork opponent
Páll Tamás
thesis consultant
Veres Bálint
thesis opponent
Babarczy Eszter
masterwork

Qik 1.0

My masterwork is a video clip, the first appearance of the 1.0 version of a virtual performing artist, Qik. It follows the journey of Qik, now a kid, in landscapes that are sometimes real, sometimes virtual, and sometimes the combination of the two. I created a virtual performing artist called Qik. A musician who doesn’t exist in real life, an animated character that, like the Gorillaz, shows us their universe in video clips, virtual live shows and through other media. With the Qik project I show how online content and interactions are a part of modern human life. The title of my diploma project is Qik 1.0, because I use numbered iterations to indicate the stages of Qik’s life from infancy to death. I started to develop the project during my time as an Erasmus student in London, where I created version 0.1, a glimpse into the life of the infant Qik – a virtual DJ set. With version 1.0, I wish to present Qik’s childhood. The first stage of this long story is the video clip of my diploma project.
thesis

How do we identify with our avatars in virtual worlds?

In my thesis, I seek to answer the following questions: What opportunities do virtual worlds offer for experimenting with identity? What interrelationships exist between users and avatars? What motivations drive the creation of avatars? If you want to take part in a virtual world, after signing up you always need to create an avatar first. The term comes from avatara in Hinduism, which means descent, i.e. the incarnation of a deity as a mortal being. In the context of video games, the avatar is the graphical representation of the player within the world. Virtual worlds are defined as multiplayer, online games that are different from conventional games in the sense that there is no single goal to achieve within the game, there are no scores and statistics, but the focus is on socialising. Players create avatars in virtual worlds which identify them and which they can use to interact with other players, exploring an identity, gender, race or career different from their own through social interaction. The framework and operation of these interactions can be defined by the gameplay or by rules set by the users. In my research, I rely on the socio-psychological and cultural anthropological field studies on how the inner reality of three virtual worlds, Whyville.net, Second life and VRChat, works. I present the games in the chronological order of their release and their topicality: as we follow the development of the digital technologies driving the games, new levels appear in the field of my research. Avatars are increasingly customisable, in-game agency is increasingly sophisticated, and fewer and fewer elements of human communication are lost in the virtual environment.