As the architecture community closely observes the rapid development of virtual reality, they use it mostly as a means to create and visualise environments for the contemporary world. This thesis argues that architects can not only see virtual reality as a tool for modelling and visualising physical worlds, but as an aspect of architecture in itself. Metaverse design experience is a tough challenge requiring expertise in a range of fields, including user interfaces and interaction design, content design, character design, game design, etc.
Because of their practises and ways of thinking, architects were best suited to participate in the field of virtual space architecture. However, in terms of opportunities and limitations, virtual space varies from physical space. The architects should see augmented reality rather than a forum as a medium in and of themselves. This thesis offers an architectural context for a social media augmented reality network, which provides a case where architects can be involved in immersive virtual space architecture and learn about it.
The research is based on the special spatiality potential of virtual reality. Flat screens, our sole way of interacting in large part with the digital content that is today so vital to our lives, deprive us of the space it enriches. Spatiality is not only essential for the quality of human experience but also allows us to organise our world thinking and comprehension. Spatial signals also have essential data, such as proximity, confidentiality and territoriality, which flat interfaces lack.
However, what seems to be missing from the present experience of virtual reality is dedication to space, and I believe that architects will have a major effect in the field. Spatial thinking, traditions of space theory, language of spatial communication and representation as well as a precedent and type archive are only some of the characteristics that architects specifically qualify for the contribution of virtual reality experiences to the spatial architecture. The most powerful aspect of the technology loses virtual reality surroundings that are not metaverse design with spatiality in mind.
Architects have been constructing virtual space after their medium changed from the actual object to sketches that represent the planned physical product, it may be argued.
However, recent technological advances have made it possible to visually replicate physical space to unparalleled levels. Whereas other mediums including pictures and video need the audience to visualise and extrapolate a simulated world apart from their actual environment, virtual reality’s immersive computer generated space reacts to a viewer gazing about and engaging with it provides a degree of simulation that approximates the visual impact of physical spatiality.
Although technically the word “virtual reality” applies to non-immersive artificial worlds, it is now used often to refer to immersive artificial environments provided through personalised headsets that enable the user to look about and interact to a degree with the setting. In fact, it is very valid, even though it’s not physical. Although a user’s imaginary universe is artificial in that the machine produces it, the illusion is true of itself. The illusion is artificial. This research suggests that the metaverse design of these virtual worlds’ spatial experiences is almost as important as the design of the human space spatial experience. Although the technical characteristics of the corps differ because the vision is the same in both cases, the creation of a virtual space experience should be regarded no less than the conception of a physical space experience should be considered.