Metaverse Magnifique
Metaverse Magnifique
SURAPONG LERTSITHICHAI1
1
Faculty of Architecture Chulalongkorn University, MQDC Metaverse
1
surapong@cuinda.com, 0000-0003-0764-4549
1. Introduction
The term metaverse (Stephenson, 1993) was initially defined as a massively
multiplayer virtual world that users entered via goggles to immerse themselves in a
themed world. This scenario has been depicted in the film “Ready Player One” in 2018
(screenplay by Ernest Cline) where the protagonist “Parzival” entered the virtual world
and stated that “people come to the Oasis for the all the things they can do, but they
stay because of all the things they can be.” Film characters in fiction may choose to
stay connected virtually, but physical isolation from society as we had experienced
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during the COVID-19 pandemic can be more problematic with global impact. Social
isolation can cause serious psychological disorders including anxiety and panic,
obsessive-compulsive symptoms, insomnia, digestive problems, as well as depressive
symptoms and post-traumatic stress (Pietrabissa, 2020) which may not be the future of
the metaverse we would anticipate. Therefore, the rising challenge of creating
metaverses does not lie in what novel virtual experiences can be offered but in how to
make the experience more meaningful to users. This involves creating an engaging
environment for both physical and virtual social interactions and providing equity for
a wide range of users.
Although we may not yet to understand how the metaverse may transform our lives
in the future, similar to how the Internet would impact how we conduct our daily lives
today. The ever-expanding Internet is now home to multiple social platforms that shape
our world, our society and influence our decisions in life. We are only at the forefront
of this exciting transition from the Internet to the metaverse and the current
underdeveloped metaverse is already vaster and more extensive than the Internet we
have grown to rely on (Geffen, 2020). Therefore, it is fair to say that the metaverse we
envision will be no less of a magnificent invention for the future, a “Metaverse
Magnifique” for the next generation.
Currently, there are two trends towards the metaverse, one is to build a digital twin
of our physical world and enhance it with virtual interactivity not possible in the real
world or what Meta had envisioned the next generation of their virtual world. The
second is based mostly in the physical world with augmented or enhanced features
connected online using augmented reality and heavily invested in distributed systems.
Both trends are happening now and may eventually merge to form a hybridization of
metaverse worlds.
According to Packy McCormick (McCormick, 2021), he envisions another
metaverse, a hybrid one as the combination of 4 spheres of converging work including:
Virtual worlds and spatial software going mainstream, Democratization of
eCommerce, Premium social media, and Adoption of decentralized, distributed, and
remote productivity tech. The so-called hybrid metaverse has an interesting narrative
based on human activities and behavior that is ever changing the landscape of tech
company solutions. Also, seen in development plans for hi-tech companies and even
game companies like Tencent, the metaverse becomes more like a platform to enable
and enhance user experiences bringing new value to the metaverse.
Many global companies today have released at least a glimpse into a virtual version
of their metaverses, mostly for commercial purposes and developed by game or hi-tech
companies on their behalf. Their goal is to remain relevant in the years to come and
create virtual value based on their physical brand value. As for physical counterparts,
we see initiatives such as the Amazon Style store in Glendale, California, the very first
physical apparel store for the online giant conglomerate Amazon.com with enhanced
shopping experiences for customers without store assistants except at the cashier, also
a very commercialized development towards a physical metaverse (Vasen, 2022).
Despite these already planned metaverses in production, one important factor can
be seen missing from the equation: the empowerment of all users. Commercializing
the metaverse can get things started with sufficient investments but cannot make
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MAKING MEANINGFUL METAVERSES
metaverses sustainable in the long run. We need better ways to engage users without
the lure of a brand. How does one create a metaverse that is meaningful, value-driven,
socially enabled and engages in equality for all? Perhaps going back to the basics of
human behavior and activities, stripping away the technical jargon and constraints of
the world politics, then looking into the betterment of life and the world as the ultimate
design goal for a people driven metaverse would be the best start.
2. Metaverse Magnifique
The “Metaverse Magnifique” is an option studio offered for year 4 architectural
students that intends to explore the design of a meaningful metaverse beyond the
computer screen. It investigates a combination of the best features of digital and
physical environments with human interactions seamlessly conducted and transitioned
between the two worlds while also inquiring a better understanding of changing social
norms from fundamental human activities and not from direct translations from one
world to another. Each participating student must design an experimental Proto-
metaverse project based on a critical review of the metaverse typology then develop a
small-scale design proposal to highlight a meaningful behavior, action, task, or activity
that combines digital and physical interactions in both environments.
As a continuation of the augmented architecture studio series (Lertsithichai, 2019),
Metaverse Magnifique focuses how we as space designers explore the interplay
between digital and physical environments and design new environments that embody
the best of both worlds. Imagine an embodied internet where you are in the experience
and not just looking at it like you do now. This is the basic premise behind the
metaverse. It is a hypothesized 3D virtual environment where we can do almost
everything from eat, work, play, shop, create, and much more (Winters, 2021).
The best-known prototype metaverse is the online virtual world Second Life. Other
games might also be said to be metaverses in their own right including World of
Warcraft, Everquest, Fortnite, Animal Crossing and Roblox, The Sandbox, and
Decentraland. Each of these offers its own version of an immersive world, and users
experience these games from the outside looking in; screens front and center, with
speakers on the sides (Ball, 2022). Actions are mediated by a keyboard, mouse,
trackpad, or game controller instead of players’ hands and feet. Metaverse Magnifique
intends to explore the possibilities beyond the screen, to enable user senses, to drive
user engagement and to create ideal spaces of the future.
These advancements reflect how we people have always been trying to reach a
point where we can perceive data through our five senses. In other words, we want
everything from entertainment to academics to be more engaging. And the good news
is that we are getting one step closer to this dream to have surreal and more tangible
experiences with the coming of the metaverse (Pimentel, 2022).
Therefore, the hypothesis of this design studio is that the design of a meaningful
metaverse requires a combination of the best features of digital and physical
environments with human interactions seamlessly conducted and transitioned between
the two worlds while also requiring a better understanding of changing social norms
from fundamental human activities and not from direct translations from one world to
another.
534 S. LERTSITHICHAI
and creation as well as its vast amounts of users (The Meta-Verse, 2021). The focus of
this phase is to build a strong community of users that share a certain value in this
metaverse design.
Figure 2. Proto-metaverse project for "Entertain" with users exploring an immersive K-Pop music
experience complete with visual elements and musical scores built in the Unreal environment.
incentive and rid the area (and people) of discarded trash before moving on to another
location. In addition, virtual trash of various recycled materials collection game can
also be deployed strategically in certain locations to increase the level challenge in the
game (Figure 3). The possibility to expand this metaverse nationwide or globally is
quite high with city public works and government agencies being main stakeholders or
investors of the game.
Figure 4. Exploratoria viewpoint in the jungle with fauna and flora information to identify during the
hike. Setting goals and wandering off-limits can be done virtually in this metaverse.
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Figure 5. VR boat rides (left) and meditation pods (right) in the Relaxios metaverse located in a
central urban park surrounded by city chaos.
Figure 6. Overview of Neramit as seen from the screen. An immersive viewpoint of digital assets
and seasonal decorations as a preferred choice decided by users.
538 S. LERTSITHICHAI
Figure 7. Korean Town metaverse to enhance the entertainment experience for all K-Pop fandom.
Figure 8. Leisurescape metaverse is a social network of urban graffiti art shared as a public AR
viewpoint in the city.
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Figure 9. Parasitic leisure activities on office building facades and floating data AR visualizations in
CBD areas displaying traffic and climate information.
Figure 10. Human brain has 2.5 million Gigabytes worth of memory can now be replayed in Ak
fully immersive etaverse. The key takeaways from this Metaverse Magnifique
experiment are how we determine the definition of meaningful experiences to each
user group, how we interpret the translation of visual and spatial elements, and how the
enabling of AI assistive features can generate better communication or interpretation
of subtle interaction nuances of their users. As designers and architects of the
metaverse, we should question our built environment based on our senses and design
spaces that lead to lasting value and if integrated with context and demographics, the
architecture shall also become enduring to all.
Future works to extend the metaverse development would be to experiment with
physical computing onsite to correspond to virtual interactions and to extensively
explore cryptocurrency opportunities for digital assets designed for the metaverse.
Acknowledgements
The author would like to thank participating students from the International Program
in Design and Architecture, Faculty of Architecture at Chulalongkorn University
namely, Arayapon Kumjornpreecha, Chalisa Chantramee, Ingtawan Tritrakoolsin,
Napakoch Soithongsuk, Pacharaporn Chosoongnone, Pathanin Jennarongsak,
Rueangrin Truskamol, and Tinnaphop Sopaphol, as well as Olivier Bellflamme and
Walaiporn Nakapan for their invaluable feedback. Lastly, the kind support for facilities
and resources from MQDC Metaverse, Co., Ltd. throughout this investigation.
References
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