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METAVERSE AS A TOOL

FOR VISUALIZING AND


EXPERIENCING
FUTURISTIC DESIGN
MURSHID REHMAN
RLASEBC044
INTRODUCTION
The term "Metaverse," was invented by Neal
Stephenson as a replacement for the Internet and is
based on his 1992 science fiction novel “Snowcrash,"
represents Stephenson's hypothesis as to how a digital
world may develop in the near future
The metaverse is the idea of a 3D world which
combines multiple virtual worlds. Whatever we can
think of is possible in this Metaverse (digital world)..
Metaverse allow the user to experience virtual reality
with the help of artificial intelligence. We can predict
metaverse as the future of architecture.
Metaverse is an independent world which doesn’t
belong single user. Current scenario of Metaverse is
not fully in existence ,but some platforms contain
Metaverse (video games ,etc ). Metaverse was a
fictional world till now but it can realistic in future .
Metaverse can bring various possibilities to
Architectural design by visualizing the design even
before construction. We can create hyper-realistic
architectural design. For architects, Metaverse is an
utopian concept with full of possibilities without any
limitations. Currently, the best carrier for Metaverse is
Games

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➢There are Limitations in reality-oriented design which can be overcome by
Metaverse Architecture
NEED OF THE
STUDY ➢Metaverse can bring various possibilities to Architectural design by visualizing
the design even before construction.
➢The advancement of printed media into digital media creates an opportunity

•Creative Possibilities of Metaverse?


RESEARCH •What is Metaverse and how can it be utilized in Architectural Design?
QUESTIONS
•Future of Architecture Metaverse?

Metaverse Architecture is a tool for visualizing and


PROJECT AIM
experiencing futuristic design

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• Detailing on current possibilities of the metaverse

• Identifying the scope/role of Metaverse Architecture


RESEARCH
OBJECTIVES
• Possibilities of Metaverse as a tool

• Understanding the challenges faced by


Architecture Metaverse as a tool

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METAVERSE AS
A TOOL

BACKGROUND Establishing the


DEFENITION
STUDY boundary of
architecture
metaverse as a
tool

Literature study

RESEARCH Formulating Identifying


Interviews
STRUCTURE AND Current scenario Future
opportunities
METHODOLOGY
Impact on
Primary data
Design

Role of virtual
aspects in
understanding
architectural
visualization

Conclusion
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A R C H I T EC TS A N D D E S I G N E R S A R E B EC O M I N G
POSSIBILITIES OF METAVERSE IN M O R E C O N S C I O U S O F T H E I R R O L E I N D I R EC T I N G
ARCHITECTURE T H E C R E AT I O N O F T H E V I RT UA L WO R L D.

T H E M E TAV E R S E H A S T H E P OT E N T I A L TO
C O M P L E T E LY A LT E R H O W W E L I V E . I T A I M S TO
ADD A N OT H E R DIMENSION TO H OW W E
E X P E R I E N C E DA I LY L I F E BY U S I N G I M M E R S I V E
T EC H N O LO GY L I K E V I RT UA L A N D AU G M E N T E D
REALITY (VR AND A R) .

THE POSSIBILITIES SEEM ENDLESS:


E XC H A N G I N G KNOWLEDGE, ENCOURAGING
P R O F E S S I O N A L C O L L A B O R AT I O N , D E V E LO P I N G
A N D D E M O C R AT I Z I N G A RT, E D U C AT I O N , A N D
C U LT U R E , A N D E V E N E N A B L I N G P O L I T I C A L
E N G AG E M E N T.

P H YS I C A L P U B L I C S PAC E S A R E S O M E O F T H E
C I T I E S ’ M O ST AT T R A C T I V E S PA C E S. T H E Y A L LO W
THE 3D, IMMERSIVE METAVERSE WILL MAKE IT EASIER TO FO R U N ST R U C T U R E D S O C I A L I N T E R A C T I O N A N D
TRANSFORM HOW DESIGN COMPANIES OPERATE AND THE T H E I R C H A R AC T E R I S D E F I N E D BY T H E P EO P L E
U S I N G T H E M . H OW E V E R , W H E N T H E PA N D E M I C
SERVICES AND PRODUCTS THEY OFFER. THE POSSIBILITIES
FO R C E D E V E RYB O DY I N TO LO C K D O W N S, T H E
INCLUDE INVENTING WHOLE NEW UNIVERSES—AND L I M I TAT I O N S O F P H YS I C A L S PAC E S C A M E I N TO
REVENUE STREAMS—OR BUILDING A PARALLEL DIGITAL FO C U S, W I T H T H E M OV E TOWA R D V I RT UA L
REALITY THAT RESEMBLES THE REAL WORLD. S O C I A L S PA C E S P R OV I N G A DVA N TAG EO U S I N
M U LT I P L E WAY S.

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CHALLENGES

• Reducing interaction with the physical • Identity (problem lies in proving your
world identity as bots can easily mimic your
style, data, personality, and whole
identity )

• Governance and regulation: As the


metaverse becomes more important, it will
be important to establish governance and
regulation to ensure that it is used ethically
and safely.

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LITERATURE STUDY
METAVERSE ARCHITECTURE

A metaverse is a virtual shared space, created by the convergence of virtually There are several factors to consider when designing the architecture of a
enhanced physical reality and physically persistent virtual space, including the sum metaverse. These include user experience design, scalability and
of all virtual worlds, augmented reality, and the internet. The architecture of a performance optimization, security measures, and the integration of virtual
metaverse refers to the design and structure of these virtual shared spaces, and it and augmented reality elements. It is also important to design the
plays a crucial role in determining the user experience, scalability and performance, architecture of a metaverse to support the integration of real-world
and the ability to support a wide range of activities and integrations with external elements, such as location-based data and physical objects, and to enable
systems. the creation of user-generated content.

The study of metaverse architecture is important because metaverses are becoming


There are several limitations to consider when researching metaverse
increasingly popular and are being used for a wide range of applications, including
architecture. These include technology limitations, user acceptance, legal
social interaction, education, entertainment, and commerce. A well-designed
and regulatory issues, limited research, and practical limitations. Despite
metaverse can provide a seamless and immersive experience for users, while a poorly
these limitations, the study of metaverse architecture is important because
designed one can be confusing or frustrating. In addition, the architecture of a
it has the potential to inform the design and development of effective and
metaverse can impact its scalability and performance, and it is important to design a
engaging metaverses for various applications.
metaverse in a way that allows it to support a large number of users and handle high
levels of traffic without experiencing performance issues. The security of a metaverse
is also a concern, and the architecture should be designed with security in mind to
protect users' personal information and prevent malicious activity.
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LITERATURE STUDY
THE TECHNOLOGY

Casual interactions with the metaverse won’t require high levels of knowledge
on how the underlying components that make up the metaverse function. Just
like how we interact with our gadgets and apps currently, Web 3, the foundation
which the metaverse will build upon, will become just as easy as the technology
matures and fades into the background, allowing the applications that interact
with the software underneath to be intuitive so that anyone can enjoy the new
internet update.

To improve the metaverse, basic knowledge of the core


technologies behind the decentralization of the web is required, in the same
way that, to design a building, it’s required to understand concepts of Very basic technologies are following
construction and structure. Therefore, an architect wanting to explore the
• Augmented Reality
potential of 3D spatial design in the metaverse needs to comprehend how it
• Cryptography, etc
works, even if not to the level of what the developers working on the space do.
• VR/AR/MR/XR
Understanding both design and programming sides of the team is key

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LITERATURE STUDY
VIRTUAL REALITY

Although there will be many ways to interact with the metaverse, it seems like It works via cooperation between hardware and software that absorb users into
the main one will be through virtual reality. VR allows us to fully immerse in the experience, making them a part of it and not just a viewer from the exterior,
computer-generated environments, making virtual scenes feel as if they were like other non-immersive virtual experiences, like playing a video game on a
real. It was first experimented in the 1950’s and is now growing in popularity in regular monitor.
multiple industries like medicine , education, entertainment, tourism,
VR headsets commonly are paired with hand controllers that better
architecture and manufacturing
analyse the movement of the body, as well as allowing users to control their
avatars to interact with the digital world. It’s also possible to use external
sensors, like cameras or infrared sensors, around the room to analyse the users’
movements. There’s companies working on suits that will better track every
movement from the user and reproduce them on the avatar, but also use
electric signals to allow users to physically feel the same as their avatar, like
touch or the wind.

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LITERATURE STUDY
AUGMENTED REALITY

Although virtual reality is an exciting part of how we might interact with the For architects, AR is extremely useful by allowing to preview in real time 3D
metaverse, not everyone’s excited in the concept of removing ourselves from models of the design and its details before moving into the construction phase,
physical reality and immersing into a virtual digital one. One of the prime saving time and money in the process
examples pushing towards a future where the metaverse develops via
augmented reality is John Hanke, the CEO and founder of Niantic, the company
that brought AR to mainstream attention with the release of Pokemon Go in
2016.

The video game industry have been leading ones developing and adopting
emerging technologies. Unlike VR, augmented reality uses the real world as a
foundation and overlays digital content over it, amplifying physical reality
instead of abstaining from it. It’s already more accessible than VR as it doesn’t
require any additional equipment than what the user already has. It can be
used with any smartphone by simply pointing the camera at a scene and it will
display the virtual world on top through the screen

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CASE STUDY 01
LIBERLAND AND METAVERSE CITY

The Liberland Metaverse is one of several metaverse projects the author is


contributing to via Zaha Hadid Architects. Of these projects the Liberland
Metaverse has been developed the furthest, and can thus best serve as
illustration and occasion to discuss the general thrust of the author’s metaverse
ideas and ambitions. This project has reached the stage of an indicative
concept design plus an inhabitable ‘proof of concept’ virtual space, open 24/7
to be experienced by invited guests like potential investors.

ZHA wanted to ensure that with the rise of metaverse, it is architects


who should be designing these sites and not graphic designers. The
architectural and urban paradigm that compliments the idea of a "multi-
author" urban field is: parametricism, which is why the team predicts that the
development of the metaverse will not only boost parametricism, but will
also enrich physical architecture since most organizations and clients will have
both real and virtual structures, and as long as the world still has physical
bodies, physical environments will still be needed.

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CASE STUDY 01
LIBERLAND AND METAVERSE CITY

“Two powerful innovations are coming together in the metaverse we envision:


the immersive internet allowing for a new level of life-like spontaneity in social
interactions and the internet of value allowing for truly global economic
collaboration without gate keepers, no matter which passport participants
hold. We conceive of the metaverse as an open platform, based on freely
circulating open source insights and technologies, building on and participating
in the culture of permissionless innovation that has fuelled the crypto ecosystem
in recent years. -- Patrik Schumacher, ZHA Principal”

Liberland will function as free standing virtual reality realm with the ambition
of becoming the go-to-site for networking and collaboration within the Web 3.0
industry. The project caters to both the community of libertarians and the
community of blockchain empowered Web 3.0 developers, who
collectively understand the power and potential behind a "permissionless realm
of interchange" and "technology powered prosperity".

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CASE STUDY 01
LIBERLAND AND METAVERSE CITY

The project also comes as a response to the world's transformative and


emerging notion to end stagnation and push for universal prosperity. The
metaverse's open and transparent decentralized autonomous organization will
have much greater demand and appeal over centralized corporate ventures,
further accelerating this urban transformation.

The project has already been given a positive head start, as it has built up a
following of over 600,000 citizens, and can be accessed via Metaverse, a cloud-
based platform

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CASE STUDY 01
LIBERLAND AND METAVERSE CITY

AESTHETICAL ASPECTS CONCLUSION

The two primary aesthetic problems we are trying to solve with our urban and Two powerful innovations are coming together in the metaverse we envision
architectural designs for the Liberland metaverse can be stated as follows: with Liberland: First the immersive internet allowing for a new level of life-
like spontaneity in social interactions, and second the internet of value allowing
1. On the urban scale: To maintain a global sense of unity and identity while for truly global economic collaboration without gate keepers, no matter which
accommodating a rich diversity of districts, institutions and congenial passport participants hold. We conceive of the metaverse as an open platform,
architectures. based on freely circulating open-source insights and technologies, building on
and participating in the culture of permission-less innovation that has fueled the
2. On the architectural scale: To maintain legibility in the face of complexity. crypto ecosystem in recent years.
The task is to maintain inter-visibility and inter-awareness in mixed use
scenarios with very complex spatial arrangements. This is achieved by the use
of fluidity and spatial porosity, allowing for deep, layered vistas.

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CASE STUDY 02
SECOND LIFE AS A DESIGNER’S SANDBOX

Second Life (SL) is still in activity after more than 15 years, along period of time Approaching architecture on SL, as happens in any VW, the initial aspect to
for a game, because it is not just a game, but a place for creativity across consider could apparently be the architectural function of the building, to allow
Internet and real world culture. SL in fact, is a usergenerated content platform, avatars to move around and truly experience the 9 spaces, enjoying aesthetics
which regularly produces engaging content: from art performances to political beyond functionality; SL in fact, allows the user to engage in a virtual reality
campaign, from land auction to adult entertainment. Unlike games that are experience without the need of a headset. This virtual interaction creates, as
fixed environments, Second Life was built as an empty space, designed to be contradictory as it may seem, places that are real to the extent that they are
filled with contents generated by the users, a feature that naturally attracted experienced, built and modified; in this shared experience, place is not
architects and urban planners. SL was born in 2003 and now it looks terribly anymore just defined as a space with a character, but also as a space that is
dated, if compared to other platforms as Fortnite by Epic Games, which is going actually happening
to lead the Metaverse as the possible future of the internet. But during the last
seventeen years of activity SL has been constantly changing, because users are
not guests: they are residents that build their home, car, and any other weird
stuff using a basic 3D modelling software embedded in the platform. SL is still
relevant today for the many possibilities of interaction and creative
experimentation that it offers to several disciplines, including theatre,
performing arts, architecture, urban planning, fashion design, social sciences,
psychology; furthermore, it is an ideal platform for distance learning, and an
ideal shared space for research in the intersection between architecture and
gaming. 20XX Pitch Deck 16
CASE STUDY 02
SECOND LIFE AS A DESIGNER’S SANDBOX

1. TEMPLE UNIVERSITY CAMPUS ON SECOND LIFE

The project of the Virtual Campus on Second Life for Temple University has been a
ABE’s initial step to design Temple University Campus, the act of knowledge, was
further verification of ABE methodology’s effectiveness to face the challenges of
choosing a different reference lexicon, which no longer had direct reference to the
designing architecture in a virtual world. The initial request of the client was to
real world of the campus. This issue was answered using the city of Philadelphia’s
faithfully reproduce a part of the University campus in Philadelphia. The design brief
grid street plan, and adding to it an iconic architectural complex that could be used as
in fact, requested a series of specific environments for e-learning, in which 17 tutors
a linguistic game’s reference for the design, so to realise an architectural dialogue
could simulate scientific experiments and potentially risky activities, without
between them. The design has been then focused on the following two reference
exposing students to any dangers and, at the same time, training them for risk
Elements:
assessment. The size of the space of an island on SL (256 x 256 mt.) was not big
enough to enclose the area to be reproduced; therefore, Weretomato designers had to
make a choice: to scale and adapt the buildings to fit the smaller space on the SL
island or, to create a totally different space. The design team opted for this second
hypothesis, exploring possible specific characteristics of this new version of the
Campus in a virtual reality. No longer having the direct reference of the RW campus’
buildings, designers applied ABE methodology to realise a complete new
environment that could retain a connection with the city of Philadelphia, where
Temple University resides, and yet to explore what specific characteristics of this
new blank built environment should and could be. 20XX Pitch Deck 17
CASE STUDY 03
MINE CRAFT

Minecraft, officially released to the public in 2011, is one of the most popular
video games of all time, reaching 140 million monthly active users in 2021. It’s
very different from Second Life, most importantly being, in fact, a game. Even
though it doesn’t have a very specific objective and leaves a lot of freedom for
its players to decide what to do, the mechanics are more objective than those of
Second Life

It’s a sandbox game, this basic concept involves users destroying, building and
placing blocks of the cubic world, effectively being able to create anything[. The
worlds in Minecraft can be very creative throughout the infinite horizontal plane
with the input from different users collaborating. The players can create houses,
cities and other art pieces in the different biomes, designed to replicate
different ambient of the world

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CASE STUDY 03
FORTNITE
Released in 2017, Fortnite is the closest prototype of the metaverse. The CEO of The virtual world runs on the V-Bucks currency, convertible from any local
Epic Games, the company behind it, Tim Sweeney is very vocal about his currency through the Epic Games’ store. Users utilise it to purchase assets in the
interest in developing the metaverse, which shows in Fornite’s development. platform, as well trading with other users. In total, Fornite generated $9 billion
While, at its core, it’s a game, it has slowly been shifting into a social platform up until the end of 2019, although, since then, the platforms has more than
where users can interact and experience different kinds of cultural activities, doubled the user base into 350 million, becoming even more valuable.
one of them being gaming. The platform has hosted a plethora of music
concerts from large names such as Ariana Grande and Travis Scott, acted as a Fornite is the leading platform developing the metaverse right now in a
hosting spot for franchises to promote upcoming movies and providing digital centralised manner. Although it’s still early in development to know how
art galleries users can visit. decentralised counterparts to Fornite will evolve to compete in the market,
bringing newer technologies like blockchain and smart contracts, it will be
important that they partner with big brands in order to attract users, as is the
case with Fornite having the Marvel Cinematic Universe, probably the biggest
franchise in the world.

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CASE STUDY 03
FORTNITE - CONCERT

One the ways we enjoy music’s by going to live shows and the package that
comes with it. Attending a concert is much more than music, we forms
connections with other’s that share the same interests. By going to an artist’s
show, we have conversations with people who also enjoy the same artist and
have their own history and thoughts related to them. Musicians often play
shows in tours, promoting their latest album, which may have a certain artwork
style or concept behind it. With live shows on these tours, the set is played
around by designing it accordingly to the concept of their songs, with lighting,
imagery projected on the background, costumes, objects on stage and others.

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COMPARATIVE ANALYSIS

PARAMETERS CASE STUDY 1 CASE STUDY 2 INFERENCE


(LIBERLAND) (FORTNITE)

TYPOLOGY CYBER URBAN GAME

CONTEXT VIRTUAL PLOT IN REPUBLIC VIRTUAL REALITY CONTEXT IS IN PREFERENCE


OF LIBERLAND. TO THE CREATOR

AESTHETIC ASPECTS MIX OF MODERN AND RETRO CONTEMPORARY AND VISUAL APPEAL OF THE
ELEMENTS VIBRANT METAVERSE, SUCH AS ITS
COLOR, TEXTURE, SHAPE,
AND COMPOSITION HAVE
MUCH IMPORTANCE.
PLATFORM DECENTRALIZED, DECENTRALIZED VIRTUAL DEPEND UPON THE
BLOCKCHAIN-BASED WORLD POWERED BY TECHNOLOGY
PLATFORM BLOCKCHAIN TECHNOLOGY
SOFTWARE OPEN-SOURCE ARKANE UNITY 3D
NETWORK

USABILITY EASY-TO-USE INTERFACE SIMPLE USER INTERFACE USER FRIENDLY


LIMITATION

• Technology limitations: Metaverses rely on advanced technology, such as • Limited research: There is still limited research on
virtual reality headsets and high-performance computing, which may not m e t a ve r s e a r c h i t e c t u r e , a n d m o r e r e s e a r c h i s n e e d e d t o
be widely available or may be too expensive for some users. This can limit fully understand the design and functionality of these
the reach and adoption of metaverses. virtual shared spaces. This can limit the ability to draw
d e f i n i t i ve conclusions or d e ve l o p best practices for
• User acceptance: Some users may be hesitant to adopt metaverses due to
metaverse design.
concerns about privacy, security, or the overall user experience. This can
limit the potential audience for a metaverse. • P r a c t i c a l l i m i t a t i o n s : T h e d e ve l o p m e n t a n d d e p l o y m e n t o f
m e t a ve r s e s c a n b e c o m p l ex a n d r e s o u r c e - i n t e n s i ve , a n d
• Legal and regulatory issues: Metaverses can raise complex legal and
may require significant financial and technological
regulatory issues, such as issues related to intellectual property, privacy,
resources . This can limit the ability of some organizations
and online security. These issues can be difficult to navigate and may limit
or individuals to create and maintain metaverses.
the development and growth of metaverses.

20XX Pitch Deck 23


FUTURE OF METAVERSE ARCHITECTURE

The future possibilities of metaverse architecture are vast and varied, as it is


• AI and machine learning: AI and machine learning will
still an emerging field. Some potential areas of focus for metaverse architects
likely play a key role in creating lifelike, intelligent
and developers include:
avatars and other digital objects in the metaverse . This
will allow for more personalized and engaging
• Virtual and augmented reality: The metaverse is expected to be a highly
ex p e r i e n c e s w i t h i n t h e m e t a v e r s e .
immersive experience, and virtual and augmented reality technologies will
likely play a key role in achieving this. As VR and AR technology improve, • Interoperability : The metaverse will likely be made up of

the metaverse will become more realistic, more interactive and more multiple platforms, and it is important that these

accessible. p l a t f o r m s c a n w o r k t o g e t h e r s e a m l e s s l y. T h i s w i l l a l l o w
for more fluid and seamless interactions between
• Blockchain technology: Blockchain technology is expected to play a key
different metaverse platforms.
role in creating secure, decentralized platforms for the metaverse. This will
allow for more secure, transparent and trust-less transactions within the • Social interaction: The metaverse will likely facilitate a

metaverse. wide range of social interactions, including real-time


communication, collaboration, gaming, and other forms of
• 5G and edge computing: High-speed internet and edge computing are
e n g a g e m e n t . T h e m e t a ve r s e w i l l b e a p l a t f o r m f o r p e o p l e
expected to be critical for creating a metaverse that is responsive and
f r o m a l l o ve r t h e w o r l d t o c o m e t o g e t h e r a n d i n t e r a c t ,
high-performing. This will allow for more seamless and lag-free
creating new forms of social interaction and community
interactions within the metaverse.
building.

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FUTURE OF METAVERSE ARCHITECTURE CONCLUSION

• Cloud computing: With the help of cloud computing, metaverse will be


• The concept of a "metaverse" is still in its early stages and there is no
more accessible and scalable.
clear consensus on the architecture that will be used to create it.
• Spatial computing: With the help of spatial computing, metaverse will be However, some potential key components that may be included in a
more realistic and immersive. metaverse architecture include virtual reality and augmented reality
technologies, decentralized networks and blockchain systems, and
• Increased use in business and education: As the metaverse becomes more
artificial intelligence and machine learning capabilities. Additionally,
accessible and sophisticated, it will be used more and more in the
it will likely involve a combination of both public and private spaces,
business and education sectors, allowing for more efficient and effective
and the ability for users to interact with and customize their virtual
collaboration and learning.
environments. Ultimately, the success of a metaverse will depend on
its ability to provide a seamless, engaging and inclusive experience
Overall, the future possibilities of metaverse architecture are vast, and it is an
for users, as well as its ability to effectively integrate with existing
exciting area of development that is likely to continue to evolve in the coming
technologies and systems.
years.

20XX Pitch Deck 25


THANK YOU
MURSHID REHMAN

RLASEBC044

20XX Pitch Deck 26

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