A new Built Environment
As a feature of new extended world, the term “metaverse” (i.e., beyond universe) has been used to describe a future iteration of the Internet made up of persistent, shared, 3D virtual spaces linked into a perceived virtual universe. Generically referred to as “collective virtual shared space,” the metaverse is considered to be the basis for the next version of the Internet, which will include all virtual worlds.
Our Research is focused on virtual-world environments including Second Life, a multiuser virtual environment, where users create 3D environments and objects and move through them with their own avatars, engaging with other users in real time.
Second Life is still relevant for the many possibilities of iinteraction and creative experimentation it offers. It thus appeals to users from such disciplines as theater, performing arts, architecture, urban planning, fashion design, social science, and psychology. Furthermore, it provides an ideal platform for distance learning and an ideal shared space for research on the intersection between architecture and gaming.
With regard to architectural production on Second Life, as is the case with any virtual world, the initial aspect of a structure to consider is its functionality. In the virtual world, avatars must be able to move around and truly experience the spaces that exist there. Functionality in this regard is the key to enabling users to enjoy the aesthetics of virtual architecture. In this regard, Second Life allows users to engage in a virtual reality experience without a headset. Such a mode of virtual interaction creates places that are real to the extent that they may be built, modified and experienced. Place is not just defined as space with static visual character, but space that is happening.