The development of new technologies in the context of the ‘Metaverse’ necessitates an in-depth reflection on the perception of space in the design of virtual environments. This article examines the importance of the concept of ‘presence’ and refers to Marc Augé’s work on the distinction between ‘places’ and ‘not-places’. It updates the same concept to virtual worlds and the design of architecture in the Metaverse. The absence of design control results in transit experiences that are more akin to virtual ‘not-places’, which in turn leads to a loss of a sense of community among users. Consequently, it is imperative for architecture in the metaverse to address these issues, commencing with a critique of the concept of aesthetic and functional ‘skeuomorphism’. The design and modelling of architectural environments within the metaverse, conceived as virtual spaces, plays a pivotal role. The objective of this article is to stimulate reflections on the formulation of graphic codes to be used in the future design of virtual environments.
The Architecture of the Virtual Not-Place. Reflections on Design in the Metaverse / Proietti, Marco; Zollo, Fabio. - In: IMG JOURNAL. - ISSN 2724-2463. - (2024). [10.6092/issn.2724-2463/18254]
The Architecture of the Virtual Not-Place. Reflections on Design in the Metaverse
Marco ProiettiCo-primo
Writing – Original Draft Preparation
;Fabio ZolloCo-primo
Writing – Original Draft Preparation
2024
Abstract
The development of new technologies in the context of the ‘Metaverse’ necessitates an in-depth reflection on the perception of space in the design of virtual environments. This article examines the importance of the concept of ‘presence’ and refers to Marc Augé’s work on the distinction between ‘places’ and ‘not-places’. It updates the same concept to virtual worlds and the design of architecture in the Metaverse. The absence of design control results in transit experiences that are more akin to virtual ‘not-places’, which in turn leads to a loss of a sense of community among users. Consequently, it is imperative for architecture in the metaverse to address these issues, commencing with a critique of the concept of aesthetic and functional ‘skeuomorphism’. The design and modelling of architectural environments within the metaverse, conceived as virtual spaces, plays a pivotal role. The objective of this article is to stimulate reflections on the formulation of graphic codes to be used in the future design of virtual environments.File | Dimensione | Formato | |
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