Professional Documents
Culture Documents
Metaverse Architecture
Metaverse Architecture
Literature study
Role of virtual
aspects in
understanding
architectural
visualization
Conclusion
20XX Pitch Deck 5
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) .
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.
• 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 )
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.
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.
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.
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
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".
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
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.
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
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
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.
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
• 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.
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
RLASEBC044