HOW METAVERSE EVOLVES THE ARCHITECTURAL DESIGN
SHEIDA SHAKERI, MUHAMMED ALI ORNEK
Faculty of Architecture, Department of Landscape Architecture,
Istanbul Technical University
shakeri20@itu.edu.tr, ma@maornek.com
Abstract. Architects have long relied on visualization tools to develop
their concepts for specific design problems. From the early traditional
drawings to the three-dimensional visualizations and virtual
environments, all have enabled architects to demonstrate design outputs
relatively early in the process. Real-world projects are similar to what
architects imagined from the beginning. In other words, the design
process has always started by creating the digital representation of a
project and then attempting to replicate it in real life. Once the digital
representation of design parts is complete, architects prepare their
design for construction. However, the final visualization emerges from
actual architectural functions, structure constraints, Gravity,
materiality, privacy, and physical laws, meaning that architecture
evolves the digitally represented visualizations. With the growth of the
metaverse, all physical restrictions are being eliminated, and architects
can expand the boundaries of how spaces can be represented regardless
of being virtual or physical. As a virtual environment on the internet,
the metaverse redefines the rules of architecture and offers endless
possibilities for architectural innovation. This article aims to explore the
role the metaverse plays in designing architecture. It outlines the
fundamental concepts of the metaverse to identify significant elements
that could influence architecture design.
Keywords: architectural design, digital representation, metaverse, visualization.
لطالما اعتمد المعماريون على أدوات التصور الرقمى لتطوير مفاهيمهم لمشاكل.ملخص
، بدءا ب الرسومات التقليدية المبكرة إلى التصورات ثالثية األبعاد والبيئات االفتراضية.التصميم
فقد مكنت جميعها المعماريين من إظهار مخرجات التصميم في وقت مبكر نسبيًا من العملية
وفى الواقع فإن مشاريع العالم الحقيقي تشبه إلى حد كبير ما يتخيله المعماريون منذ.التصميمية
فقد بدأت عملية التصميم دائ ًما من خالل إنشاء التمثيل الرقمي للمشروع ثم، بمعنى آخر.البداية
يقوم، بمجرد اكتمال التمثيل الرقمي ألجزاء التصميم.محاولة تكراره في الحياة الواقعية
يظهر التصور النهائي من خالل الوظائف، ومع ذلك.المعماريون بإعداد تصميمهم للبناء
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والقوانين، والخصوصية، والمادية، والجاذبية، والمحددات اإلنشائية،المعمارية الفعلية
يتم، مع نمو تقنية الميتافرس. مما يعني أن العمارة تطور التصورات الممثلة رقميًا،الفيزيائية
ويمكن للمعماريين توسيع حدود كيفية تمثيل الفراغات بغض،التخلص من جميع القيود المادية
وبذلك فإن الميتافرس يعيد تعريف قواعد العمارة كبيئة.النظر عن كونها افتراضية أو مادية
تهدف هذه المقالة إلى.افتراضية على اإلنترنت ويوفر إمكانات ال حصر لها لالبتكار المعماري
.تحديد المفاهيم األساسية للميتافيرس واستكشاف الدور الذي يلعبه في التصميم المعمارى
. أدوات التصور الرقمى، الميتافرس، التمثيل الرقمى، التصميم المعمارى:الكلمات المفتاحية
1. Introduction
The term "metaverse," which combines the word "meta" (which means
beyond) and the word "verse" from the word "universe," refers to the nextgeneration Internet, in which users can interact with software applications and
other users as avatars (Duan et al., 2021). The metaverse is best understood as
a frictionless 3D web with three key components: presence, interoperability,
and standardization. Metaverse is not a brand-new idea. The term was first
used in Neal Stephenson's science fiction book "Snow Crash" in 1992. In this
book, Stephenson defined the "metaverse" as a vast virtual environment that
exists alongside the real world and in which people communicate via digital
avatars (Stephenson, 1992). After rebranding Facebook to Metaverse, the
1992-proposed concept known as "metaverse" has gained widespread
popularity (Far and Rad, 2022). The metaverse once thought of as a solitary
virtual universe, is currently changing into a multiverse in which virtual
worlds overlay the actual one. There will be seamless integration between
actual and virtual spaces, people, and activities (Tang and Hou, 2022). The
physical and virtual worlds become more entwined because of the opening of
new paths made possible by the metaverse (Gaafar, 2021).
On the other hand, there is no denying that architects play a vital role in
developing creative projects in the metaverse (Figure 1). Architecture is
viewed as a container for places, people, and activities. The emerging duality
of the metaverse will change not only architectural requirements but also the
very nature of architecture in terms of form and function. It is determined that
the core of designing metaverse architecture combines virtual and physical
entities, such as architectural features, human presences, and artifact
properties, to host hybrid and dynamic activities (Tang and Hou, 2022).
Hence, there is excellent potential in the architectural requirements of the
metaverse, which can serve conventional architectural practices.
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Figure 1. Liberland metaverse (Image credits: Zaha Hadid Architects)
2. Methodology
To identify the role and effectiveness of the metaverse on architectural design,
it is essential to build theory from its main features. The goal is to establish a
firm empirical grounding based on metaverse that can be used in architectural
design. The metaverse architecture will be examined in three phases and
compared to the conventional architectural processes in each step. These
phases include tools, design methodologies, and place characteristics. For the
first part of the study, we classified the tools into the recent cutting-edge
technologies used in the metaverse and some virtual environments including
game engines, artificial intelligence (AI), digital twin, and AR (augmented
reality)/VR (virtual reality)/XR (extended reality)/MR (mixed reality).
Secondly, the design methodologies of virtual environments are analyzed.
Finally, the place characteristics of the metaverse and conventional
architectural designs are compared. The comparison focused mainly on
studying the place-making of both virtual and physical realms. Figure 2 shows
the roadmap of the research. This approach helps to detect the current
bottlenecks in architectural design, which can be solved by retrieving
knowledge from metaverse applications.
Figure 2. Research roadmap (by authors)
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2.1. TOOLS
“The buildings and communities of the near future will be planned with the
aid of some development of these theories (new technologies). Whether or not
they are planned by architects may pretty well depend on the way architects
today prepare to use such tools”. (Eames, 1954)
2.1.1. Game Engines
Gaming is anticipated to be a key use case for the metaverse due to its
immersive nature. Tech companies have already included metaverse
components into well-known games like Animal Crossing, Fortnite, and
Roblox, the latter of which reported having over 49 million daily active
players in November 2021. Specifically, Second Life, a platform for online
social interaction free of plotlines and obstacles, was the first effort on the
internet to replicate a metaverse world (Robinson, 2022). Second Life was
created as an empty place to be filled with content created by users, in contrast
to games with predefined surroundings. This characteristic naturally drew the
attention of architects and urban planners. Because it is more than simply a
game and serves as a hub for creative expression in online and offline cultures.
On the other hand, it is common for conventional architectural design to
illustrate architectural works using various visualization techniques like
renderings or videos. While 2D representations have traditionally been
utilized to convey designers' intentions, 3D representation technologies are
now employed more often (Hamzeh et al., 2019). Architects use 3D modeling
software like 3ds Max, Blender, Cinema 4D, or Maya to create 3D models.
The models created for real architectural projects often concentrate on
construction details and leave out minor details that are less important to the
topic (Branco and Leitão, 2018).
Contrarily, 3D modeling for the metaverse may need new talents and a
change in perspective to integrate expert knowledge from various domains,
such as user interface, content, character, and game design. To do so, game
engines are used to create the spaces within the metaverse. Although
numerous game engines on the market are easily accessible, the research of
Smith and Trenholme (2008) demonstrates that first-person shooter (FPS)
game engines often contain more extensive capabilities for modifications.
Unity and Unreal are the most remarkable ones. However, in terms of cost and
quality, Unity is one of the most well-balanced engines and is readily available
to every user (Schoreder, 2011).
Fortunately, some university architecture studios have used game engines
as central design instruments in conventional architectural designs. Students
got a much-enhanced understanding of the spaces and took advantage of timebased design opportunities not available when working in other media. They
highlighted four main advantages of real-time modeling with game engines
over physical scale modeling, including comprehension of scale, engagement
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of other senses with sound, understanding of space and time, and the ability
to interact with others in a virtual space (Johns and Lowe, 2006). However,
real-world projects lack the extensive use of game engines, and very few
practical methods can enable a professional designer to effectively interact
and collaborate with end-users/clients on a functional level (Edwards, Li and
Wang, 2015).
2.1.2. Artificial Intelligence
As a pervasive field, artificial intelligence (AI) is even influencing the field of
architecture. Pattern recognition in architectural drawing, early-stage design,
space planning, automatic generation of the new design, dynamic
optimization of architectural design, crowdsourced design, digital fabrication,
and form-finding optimization are among the architectural issues dealt with
artificial intelligence (As and Basu, 2021).
Besides, AI in the metaverse advances automation for designers, and it
surpasses conventional approaches. However, there has not been much
progress in using AI to simplify user interaction and enhance the immersive
experience. Existing artificial intelligence models are often quite complex and
demand high levels of computing. Consequently, it is essential to create
artificial intelligence models that are light and efficient (Lee et al., 2021).
Since the virtual environment within the metaverse is vast, it might not be
possible to make these improvements and maintain the user experience while
employing artificial intelligence at its peak efficiency. Additionally, these
technologies will always need to function at a high level of performance and
stay up to date as the number of users grows (Nalbant and Uyanik, 2021).
2.1.3. Digital Twin
The idea of a digital twin (DT) was first introduced in 2002 by Dr. Michael
Grieves of the University of Michigan. The idea claims that every system
comprises two sub-systems: a virtual system that holds all the data relevant to
the physical system and the physical system itself. As a result of the
connection between these two systems, information can flow between the
physical and virtual systems (Grieves and Vickers, 2016). It is believed that
incorporating DT design principles into the metaverse can provide consumers
with natural/actual qualities, increasing the appeal and usability of the
metaverse (Far and Rad, 2022). We can use 3D reconstruction methods to
create digital twins in the metaverse for structures, items, and settings that
already exist in the real world (Zhiliang and Shilong, 2018).
Contrastingly, in conventional architecture, DTs are produced by
computers, 3D scanners, and developers based on actual physical things (Far
and Rad, 2022). They are mainly used for construction approaches. However,
the adoption of DT in the construction industry was relatively low until 2018
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compared to the other industries. Most of the projects applying digital twin
technology to the construction phase focus on the structural systems integrity
of the object (Opoku et al., 2021). Moreover, construction researchers
emphasized the contrasts between BIM and Digital Twin, despite the
similarities in their definitions. The aim, technology, end users, and a facility's
life stage are some of the ways that BIM and Digital Twin differ from each
other, according to Khajavi et al. (2019). In the body of construction
knowledge, the applications of BIM have been thoroughly studied. While
contractors utilize BIM to manage production, conduct constructability
analysis, site, and safety management and perform conflict detections and
material take-off throughout the design phase of a project, it does not work
with architects and engineers (Volk et al., 2014).
2.1.4. VR/AR/MR/XR
Virtual reality (VR) refers to a computer-generated environment that closely
resembles reality to the person experiencing it. Although virtual reality is not
a new technology, current applications of the tool include a variety of markets
such as gaming, education, design, architecture, and the metaverse. According
to (Drew Hill et al., 2019), virtual reality is increasingly being adopted as a
tool for architectural visualization and presentation in the late stages of the
design process. However, numerous advantages that make VR useful in the
final phases of the design process indicate that it may also be useful in earlier
stages like analysis and concept development. In architecture, VR
technologies can create settings for improved stakeholder collaboration,
enable a better understanding of complex designs (A.G, 2019), identify design
issues (Romano, S. et al, 2020), and represent building geometry to help users
understand a project and make a better design decision (Bille et al, 2014), and
support collaborative decision-making (Zou et al, 2018). Besides, the
metaverse utilizes VR as a platform where multiple users receive identical
information and interact in real-time (Lee et al., 2021). Beyond the boundaries
of pure virtual spaces, augmented reality (AR) offers users different
experiences in their actual surroundings with an emphasis on improving the
real world. The user interaction with digital entities in augmented reality has
been significantly improved from the very first development (Lee et al., 2021).
Augmented reality (AR) technology allows users' visual areas to be expanded
with relevant information (Branco and Leitão, 2018). On the other hand, in
real-world architecture, AR is used in many fields such as construction
maintenance and productivity and architectural and environmental planning
(Alizadehsalehi, Hadavi and Huang, 2020).
Although there is no widely accepted definition for MR, it is essential to
have a phrase that characterizes the alternated reality between the two
extremes of augmented reality and virtual reality (Lee et al., 2021). MR is
another version of AR. To create new habitats where digital and physical items
may interact in real-time, mixed reality (MR) mixes the virtual and physical
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worlds (Apollonio et al., 2011). Users can experience the metaverse through
many other realities in physical and virtual realms because of the MR
continuum's diverse categories (Pakanen et al, 2022). Besides, in real-world
projects, MR is used in many fields, including the AEC industry,
prefabrication, site survey, and remote design problem-solving
(Alizadehsalehi, Hadavi, and Huang, 2020).
Extended Reality (XR) is the term for the real and virtual worlds that
wearable technology creates (Gaafar, 2021). The XR, as used in computer
technology and wearables, refers to real-and-virtual mixed settings and
human-machine interactions. VR, AR, and MR are all parts of XR. In other
words, XR may be characterized as a phrase that unifies AR, VR, and MR
under one heading, reducing ambiguity for the general audience
(Alizadehsalehi, Hadavi and Huang, 2020). In the metaverse, users in the
physical world can control their avatars through XR and user interaction
techniques for various collective activities such as content creation (Lee et al.,
2021). XR technologies, which simulate building projects in multidimensional
digital models and exhibit many features, can significantly aid all phases of a
project in the Architecture, Engineering, and Construction (AEC) sector
(Alizadehsalehi, Hadavi, and Huang, 2020).
2.2. DESIGN METHODOLOGY
Design for a real-space is constrained by physical laws (Kim, Lee, and Lee,
2017). However, virtual design approaches differ from real-space design
procedures. Furthermore, as the metaverse is still in its early phases of
development, neither academia nor industry has a consensus on how it should
be structured (Duan et al., 2021). Nevertheless, some attempts have been
carried out to deal with this problem. For instance, layered metaverse
methodologies were established by some researchers. Additionally, design
methodologies of digital games, as the most similar environment to the
metaverse, and the algorithmic approaches of 3D modeling, as a methodology
for the effortless generation of adaptable visualizations, can be adopted.
2.2.1. Metaverse Layers
To meet the requirements of the metaverse, this virtual world needs structures.
For this means, a seven-layer metaverse design was developed by Jon Radoff.
The levels include infrastructure, human interface, decentralization, spatial
computing, creator economics, discovery, and experience. Additionally, a
generic three-layer Metaverse design (Figure 3) was proposed by Duan et al.
(2021). The seven levels of Radoff's metaverse are broken down into the three
phases below based on Duan's suggested architecture: A) Infrastructure: This
layer establishes the fundamental and physical necessities, such as the
blockchain, network, and processing power. B) Interaction: This layer links
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the Infrastructure and Ecosystem levels, where the metaverse's contents are
formed. C) Ecosystem: This is the Metaverse, a parallel digital universe. This
layer combines AI, economics, and user-generated content. The Interaction
layer connects the Infrastructure and Ecosystem in this suggested broad
architecture of the metaverse. This approach looks at the architecture of the
metaverse from a more macro viewpoint.
Figure 3. Three-layer architecture of the metaverse (Duan et al., 2021)
2.2.2. Overlay Methodology
To train designers and architects to design and build virtual environments with
higher efficiency, Kim et al. (2018) have suggested the Overlay methodology
to design the virtual space within digital games. As both real and virtual
environments have interactive space characteristics, it is persuasive to apply
the design approach or procedure from real space to a virtual environment
(Kim, Lee, and Lee, 2017). Therefore, the Overlay design methodology was
inspired by Ian McHarg's design approach for landscape architects (Mcharg
and Mumford, 1969). The steps in the Overlay methodology are as follows.
After developing the game's concept, the type of its place is first defined as
described in the place-making in virtual environments of classification
method research (Kim, Lee, and Lee, 2017). Secondly, the recommended
information is extracted from the classification methodology, and players'
activity is developed as bubble diagrams, Player Activity Map (PAM).
Finally, developers design each layer in a defined order: story, natural
environment, artificial environment, and media with information, file them all
together and build a master diagram (Kim et al., 2018) (Figure 4).
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Figure 4. Overlay design methodology (Kim et al, 2018)
2.2.3. Algorithmic Architectural Visualization
According to Gerber and Ibaez (2014), algorithmic design (AD) refers to
creating architectural designs using algorithmic descriptions. In contrast to
conventional design methods, algorithmic design entails the architect creating
software that creates the digital model rather than the model itself. Since the
resulting algorithmic descriptions are parametric, they can;
model more complicated geometries that would generally need much
time to construct;
automate time-consuming, repetitive operations; and
quickly generate a variety of design alternatives.
When using algorithmic design, the architect creates the program that creates
the digital model, using a combination of geometric, symbolic, and
mathematical representations of the objects. While the spread of this design
approach creates a challenge for visualization, the algorithmic architectural
visualization (AAV) process, which makes it simple to create adaptable
visuals, looks like the solution. AAV depends on the parametric descriptions
of the rendering tasks that follow after the parametric description of the
architecture is included, along with the model's description. As a result,
camera placements and alignments follow the project's logic, and
modifications to the design also result in modifications to the visualizations.
This methodology consists of two tasks that can only be programmed and
automated as far as the rendering software in use allows. The level of detail
depends on both the project's development stage and the purpose of the render
itself. These phases include establishing scenario features, such as sunshine,
sky, and other environment settings, and detailing the model to generate
ambiances, which may require specifying furniture components, coatings,
lighting, etc. (Branco and Leitão, 2018).
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2.3. PLACE CHARACTERISTICS
In determining the elements that affect place characteristics and the sense of
place, scholars have conducted research in both physical and virtual realms.
Placemaking's core concept can be traced back to the 1960s, when urbanists
and activists like Jane Jacobs (Jacobs, 1961) and William H. Whyte (Whyte,
1980) utilized their theories to reshape the structure of cities, focusing on
people rather than cars and shopping. The process by which humans turn the
tangible environment into a living place that hosts their activities is described
as place-making (Schneekloth, and Shibley, 1995). Place-making refers to
various actions to increase the chances of good places forming or flourishing.
New developments, improvements to existing places, or interventions that
create an activity in a space can be considered place-making.
2.3.1. Place-making in Physical Environments
There are several dimensions of place-making in physical environments.
Researchers have found interdependent aspects to it. For instance, Punter
(1991) believes that place aspects include form, activities, and meanings.
Likewise, Canter (1977) suggests form, activities, and conceptions.
Subsequently, physical features, individual features, activities, and meanings
were proposed as the main factors of a place. (Falahat, 2006) Besides, a more
recent work covers the physical, psychological, and social domains.
Architecture, even in its conventional form, intends to enhance the quality
of human experiences while turning spaces into places of living. Fortunately,
some researches focus on the place-making problem. The identified features
of place in physical environments are listed in Table 1.
TABLE 1. Physical Place Features
2.3.2. Place-making in Virtual Environments
The place is a concept that may be applied in various settings, not only
physical ones. Many virtual environments can be thought of as having their
distinct place-ness. The aspects of place are quite significant in this realm
because place-based, embodied explorations of virtual environments make it
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easier to study a place than in natural settings (Quiring, 2015). Virtual place
making is identical to physical place making because it has been built on
communication networks between humans, their environments, social
traditions, and other personal experiences. A virtual place’s layers,
functionality, interaction, communication, and perception contribute to its
sense of place (Piercy, 2019) These factors are the elements that give meaning
to each place and provide reasons for users to have emotions and attachment
to a virtual environment.
Accordingly, several researchers examine the place-making of digital
games to help reflect on the sense of place within virtual spaces. While
(Purzycki, 2019) devised a framework based on setting, community, events,
perception, and meaning, (Piercy, 2019) believes the three pivots of social,
audio-visual, and developer-based communications comprise the virtual
places within games. On the other hand, (Kim, Lee and Lee, 2017) classify
virtual places based on five principles of story, space shape, space and action
dimension, user complexity, and interaction level. He further explains and
classifies the terms. First, the story is about providing an engaging narrative,
divided into two categories representing and generating. Space Shape refers
to the structures of implemented virtual places. Based on the edge of the space
and the flexibility of the player’s direction, it is divided into spot, linear, chain,
and face. Space and action dimension refers to the corresponding movement
and implemented dimensions needed for the user to direct the character inside
the space. There are four different varieties of it: 2D-2D, 2D-3D, 3D-2D, and
3D-3D. Finally, while user complexity is known as simultaneous utilization
of the place by several users that can be separated into single, group, and
massive, the interaction level is described as the amount of engagement
between the user and the virtual place, classified as none, partial, and all.
The identified features of place in virtual environments are listed in Table
2, and (Kim, Lee and Lee, 2017) classification conditions of virtual places are
represented in Table 3.
TABLE 2. Virtual Place Features
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TABLE 3. Virtual Place Classification Principles, adapted from (Kim, Lee and Lee, 2017)
3. Results
The results of the article are drawn by assessing and comparing the main
characteristics of the metaverse architecture and conventional real-world
architecture. This comparison helped us detect the similarities and differences
between these two fields and the potential opportunities they can obtain due
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to the bottlenecks. As shown in Table 4, although game engines have
succeeded in taking the attention of both architects and metaverse designers,
real-world projects lack the extensive use of this powerful tool. Additionally,
metaverse and architectural design contain structures and layers to construct
their design projects. However, these structures differ from each other.
Furthermore, metaverse and actual architecture mainly differ in terms of the
features of the place. While both virtual and real architectural places rotate on
the pivot of meaning and story, interaction is the element that architecture has
not paid enough attention though being one of the prominent factors of virtual
places. A place exists in a natural environment whether or not you interact
with it. In a virtual environment, though, the place loses its meaning with no
interaction. A more extensive overview of the two realms of conventional and
metaverse architecture is provided in table 4.
TABLE 4- Results
4. Conclusion
This study aimed to investigate how the metaverse influences architectural
design. It defined the fundamental ideas of the metaverse to pinpoint
important components that could affect architectural design. Along our
journey, we also provided insight into recent developments and tools that link
the physical and virtual spaces. Based on our comparative review of the three
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phases of tools, design methodologies, and place characteristics, we
concluded that each design has its challenges and opportunities with similar
and different features, which can help both fields to boost their place qualities.
Yet, further research is needed to explore the design development process and
how architecture professionals use 3D modeling software for different design
briefs in the metaverse and real-world design problems.
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