SCHUMACHER Metaverse
SCHUMACHER Metaverse
SCHUMACHER Metaverse
Affiliations:
Zaha Hadid Architects, London, UK
Architectural Association School of Architecture, London, UK
Abstract
The thesis is that the metaverse will become a pervasive part of the future internet
and will thus become a key arena within which the life of society unfolds. As
three-dimensional, immersive virtual world, the metaverse will be designed by
architects rather than graphic designers. After 30 years of theoretical speculation
and technological advances the internet is finally on the way to transforming in
ways envisioned with the concept of ‘cyberspace’. The key analogy is no longer
the magazine with separate pages but the city and its seamless web of spaces. The
paper argues that this immersive internet delivers a superior, more productive
platform for social exchange and communication. Co-location synergies will
unfold and order the distribution of sites and enable an intuitive browsing
navigation full of discoveries and serendipitous encounters, as well as creating
sites for vivid crowd interactions. It is this superiority that will lead to architects
taking over from graphic designers as profession owning the design of all online
interaction frames. This paper explores the plausibility of this takeover and the
attendant expansion of architecture’s competency.
Keywords: metaverse, cyberspace, phenomenology, semiology, dramaturgy,
Liberland
1. Introduction
The life process of society is a communication process that is ordered via a rich
typology of communicative situations. It is the designed environment, both
physical and digital, that spatially distributes, frames, stabilises and coordinates
these distinct situations within an evolving order that allows us to self-sort as
participants of various specific social interactions. Designing is communicative
framing. This task formula and understanding of the societal function of
architecture and design applies also to web design and the framing of all digitally
mediated forms of social interaction. This insight must now be made the explicit
premise and agenda for a systematic design research project that bridges
architecture and interaction design in 3D virtual worlds. All the design disciplines,
from urban design and architecture to fashion and graphic design, together do or
should form a unified discourse and practice with a unity of purpose: the sensuous
framing of communicative social interaction. This also includes all web design, all
video-conferencing platforms, as well as all virtual collaboration platforms. Here
too our colleagues’ framing design work is always involved.
A metaverse is an ensemble of virtual environments in which a new form of
communication via personal avatars can happen across global computer networks
like the world wide web. Metaverse spaces are 3D or 4D digital models,
augmented with interaction capabilities. They are accessible from devices like
personal PCs, laptops, mobile apps, smart TVs and VR headsets, as well as - in the
near future - from architectural spaces that double up as interfaces via panoramic
screens, or holographic projections. Massively multiplayer online (MMO) video-
game technologies, combined with high-speed network and cloud technologies,
enable such virtual spaces to be immersive, sensorially engaging platforms of
information sharing and real time communicative interaction. Such interactions
include social networking, creative collaboration, conferencing, exhibitions, public
performances, and many types of commercial interactions. The metaverse is thus
enabling novel markets and novel social, cultural, educational and business
exchanges.
The metaverse is being built as we speak, rapidly. But who is designing it? Who
should design it? The thesis here is that the design of the metaverse falls within the
remit and core competency of the discipline of architecture.
There are three premises of metaverse design posited here and implied by the
author’s theory of architecture (Schumacher, 2010): a general premise concerning
the scope of the design disciplines, a general premise about the societal
responsibility of design, and a premise concerning the specific task posed by the
current societal condition:
All the design disciplines together form a single discourse and function system of
society with the shared societal function of the spatio-visual framing of all
communicative interactions. This discourse revolves around the lead distinction of
form (internal reference) versus function (external reference), is structured by the
persistent binary code of (formally and functionally) ‘resolved’ versus
‘unresolved’. The criteria for the concrete application of these code values is being
programmed and re-programmed by the design disciplines’ historically evolving,
adapting styles. To the extent that all designers respond to the global design
discourse, this discourse is omnipotent with respect to the spatio-visual shaping of
the phenomenal world, within the economic constraints and social functionality
expectations set by (private or public) clients.
The design task of the communicative spatio-visual framing of the societal life
process must draw on four distinct but interrelated domains of expertise with their
respective subtasks as follows:
These four domains of learning define four agendas and parts of every architectural
design project: The spatiological project, the phenomenological project, the
semiological project and the dramaturgical project. Together these four parts
constitute the methodological structure of the design project and process, for the
design of both physical and virtual environments. These four subtasks and domains
of expertise can be further defined and characterized as follows:
‘Spatiology’ is concerned with spatial organisation and plots out the geometric
premises, sets the scene as it were, for the other three agendas of phenomenology,
semiology and dramaturgy. Spatiology guides the distribution of places in space
with respect to distancing, adjacencies and connections. This task dimension
involves the selection of strategies of spatial organisation like axial ordering, grids,
stacking, nesting, overlapping etc. An expanded spatiological expertise might draw
on conceptual and computational resources provided by the mathematics of
network theory.
‘Phenomenology’, as understood in this essay (and in the author’s theory of
architecture in general), is concerned with morphological articulation and
addresses the problem of the perceptual tractability of complex spatial/social
scenes, i.e. the task of maintaining legibility in the face of complexity
(Schumacher, 2012). The psychology of perception in general, and the subfield of
spatial cognition in particular, provides a key resource with respect to this task
dimension.
‘Semiology’ is concerned with communication via signification. The meaning of
spaces and designs coincides with the social interactions they frame, i.e. meaning
is or anticipates social use (Schumacher, 2012). The semiological project sets out
the task of increasing the information-richness of the built environment by means
of crafting a spatio-visual language or system of signification that is empowered by
the combinatorial potency of grammar. Here linguistics serves as a fertile source
domain for conceptual inspiration.
‘Dramaturgy’ is concerned with patterns and potentials of interaction. In the
context of architecture, and in the context of designing for the metaverse,
understood as a spatial immersive world wide web, dramaturgy is closely related to
what in web-design is pursued under the heading of interaction design. Dramaturgy
implies environmental action in the time dimension, i.e. the design of a built
environment, physical or virtual, that is both kinetically responsive to user
interaction as well as spontaneously engaging users (Schumacher, 2021).
The internet started as a mainly academic network in the 1980s and took off more
broadly in the early 1990s. Soon some of us architects imagined that the internet
would develop into a virtual three-dimensional navigation and communication
space, i.e. ‘cyberspace’. The word “cyberspace” was coined by science fiction
writer William Gibson, in his 1984 science-fiction novel ‘Neuromancer’. The term
‘metaverse’ was coined by Neal Stephenson in his 1992 science-fiction novel
‘Snow Crash’.
The design studio the author was teaching at TU Berlin in 1995 was exploring this
idea under the heading ‘Virtual College’: Online learning as collective experience
facilitated within a virtual architecture. Informative inspiration was drawn from
architect Michael Benedikt’s seminal book, first published in 1991: ‘Cyberspace:
First Steps’. Benedikt mused about “a new stage, a new and irresistible
development in the elaboration of human culture” (Benedikt, 1991a, p.1) and did
speculate conscientiously and resourcefully about “the nature of the artificial or
illusory space(s) of computer-sustained virtual worlds” (Benedikt, 1991b, p.119).
This re-emergence of the idea of cyberspace, this time with accelerating practical
pressure and much more technological power than 30 years ago, was rather
sudden. Michael Benedikt’s book remains a valid resource of inspiration.
Benedikt asks (and gives answers to) the key questions that remain relevant: “How
might it (cyberspace) look like, how might we get around in it, and, most
importantly, what might we usefully do there?”(Benedikt, 1991a, p.19). The last of
these most general questions should probably be answered like this: We would
want to do there everything we are doing in urban and architectural spaces:
browse, communicate, work, learn, create, both individually and collaboratively,
socialise, entertain etc. The lockdown has impaired all urban and architectural
interaction spaces and thus calls for everything to go virtual. This is a radically
new situation. In the intervening years virtual environments were a choice, not a
necessity, and the choice in favour of VR was made primarily in the realm of
entertainment, especially via video games. This market had grown sufficiently
large to deliver resources to technological development, ample user market
feedback, and a whole competitive industry. The fruits of these investments can
now be reaped via technology transfer into societal domains where serious
productive work is to be facilitated for adult users who have no time to waste. The
forced push due to Covid-19 has led to the discovery that remote, mediated
collaboration can be effective. This lesson cannot be un-learned and a new working
lifestyle starts to emerge and stay. The thesis of this paper is that this new life will
be based on cyber-urban integration and metaverse agglomeration.
Benedikt asks further: “Which axioms and laws of nature ought to be retained in
cyberspace... and which axioms and laws can be adjusted or jettisoned for the sake
of empowerment.” (Benedikt, 1991b, p. 119). This is an important question, and
there are many possible answers. In any event, cyberspace will have a “geography,
a physics, a nature, and a rule of human law” (Benedikt, 1991b, p.123). Benedikt
shares some useful considerations and proposes some heuristics he discovered in
the speculative cyber-space design explorations he conducted with his students. He
rightly suggests that when cyberspace takes off “there will likely be myriad places
in, and many regions of cyberspace – each with its own character, rules and
function” (Benedikt, 1991b, p.122). He also anticipates that there will be a number
of different competing kinds of cyberspaces, “each with its own culture,
appearance, lore and law” (Benedikt, 1991b, p.122).
Benedikt introduces some useful basic distinction, like the distinction ‘navigation
versus destination’, and the distinction ‘extrinsic versus intrinsic’ dimensions
(Benedikt, 1991b, pp.134-135). These are dimensions of information encoding or
visualisation, whereby the extrinsic dimensions are the two or three spatial
dimensions that define an object’s location or position in space (with time being a
fourth extrinsic dimension) while an unbounded number of morphological
properties or features are brought under the notion of intrinsic dimensions that
might be used to distinguish and characterise an object or place in cyberspace. The
important insight is put forward here that, with respect to the function of
information conveyance, extrinsic and intrinsic encodings are in principle
functionally equivalent, so that it is the cyberspace-designer’s choice which aspect
or information to encode via extrinsic variables, i.e. (absolute or relative)
location/position, and which via intrinsic variables, i.e. shape, colour, materiality
etc. The presumption here is - just as in the case of an urban order - that spatial
positions are not randomly allocated but mean something and thus convey some (at
least probabilistic) information.
While Benedikt does not reference architectural semiology, probably because he
conceives cyberspace more in terms of data-visualisation than in terms of
architecture and spaces of interaction, it became clear to the author in the early
1990s that cyberspace design is essentially an effort in architectural semiology.
However, while the engagement with cyberspace was left behind (because the web
became instead the domain of graphic designers) but the author’s keen interest in
the semiological project as a central aspect of the architect’s core competency
remained. With this came the theme of ‘information-richness’, or ‘information
density’ in the author’s theory of architecture (Schumacher, 2013), a theme which
was also one of Benedikt’s central themes for cyberspace design. The other theme
that was brought back into architecture and urban design is the theme of orientation
and navigation. Now the renewed engagement with the problem and task of
cyberspace design brings these central themes back full circle. Architectural theory
is thus well prepared for the challenge of metaverse design.
The distinction of navigation and destination is not a strict one. Most urban and
architectural spaces are both navigation and destination spaces. The differentiation
of pure navigation spaces like corridors, highways and subways are a modern
phenomenon, but even these spaces are never wholly devoid of information and
communication potentials but can offer more than the mere transition from A to B.
The city can and should be browsed, and this browsing should also be a keen mode
of engagement with cyberspace. We cannot assume that users know about all the
offerings in advance but rather they must be enabled to browse, scan and discover
what is there, not utterly randomly but in a structured exploration, where
serendipitous discovery is enabled without a loss of overall orientation. Virtual
environment researchers Rudolph P. Darken and Barry Peterson make this point
too:
Navigation is rarely, if ever, the primary task. It just tends to get in the way of what
you really want to do. Our goal is to make the execution of navigation tasks as
transparent and trivial as possible, but not to preclude the elements of exploration
and discovery. Disoriented people are anxious, uncomfortable, and generally
unhappy. If these conditions can be avoided, exploration and discovery can take
place. (Darken & Peterson, p.468)
While Benedikt presciently predicted the currently emerging virtual worlds and
meta-verses when he talked about cyberspace as “a new universe, a parallel
universe created and sustained by the world’s computers and communication lines”
(Benedikt, 1991a, p.1), the emphasis here is instead on the integration and indeed
fusion of physical and virtual spaces.
When tasked with the simultaneous design of both the physical and virtual
environments for a client the question also becomes: To which degree will the
virtual extensions of the physical architecture retain its look, feel and logic?
Probably to a very large extent, especially if we allow the new design features
motivated by the modus operandi of the virtual expansion to feed back into the
design of the spaces of physical co-presence. Even if the dramaturgy is different,
the semiological system of signification should be largely the same and cross the
divide between physical and virtual realms.
This feedback or influence of the virtual design into the physical design should
include attempts to physically implement the pro-active, adaptive, mobile
architectural agents we can presume to be pioneered more pervasively in the
virtual domain. The virtual domains will also effortlessly advance additional (real
time) graphic information overlays. These too should, as much as possible, be
implemented in the design of the physical interaction domains, via AR devices like
Google/Facebook glasses, via projections, or if no real time variability but only
static information is applied, via further permanent morphological or material
encoding. The presumption (and promoted heuristics) here is the massive increase
in information density, both in the virtual and in the physical spaces, far beyond
what we are used to encounter in architecture and urban design up to now. The
hypothesis and hope in this respect is that the advent of cyberspace will lead to a
new flourishing of architectural semiology. This is plausible or can be expected to
the extent to which cyberspace will, from the perspective of its users, surpass any
known city in terms of its variety and density of differentiated, effective interaction
offerings. For this density to remain navigable, semiological (as well as
phenomenological) articulation will become necessary. Large proprietary
complexes or districts will probably be semiologically integrated by their dedicated
or coordinated designers while larger city-like agglomerations will engender a
spontaneous semiosis that then feeds on itself in its further expansion and
densification. In any event, architectural semiology, as the (still largely
unacknowledged) essence of the metaverse design task, has a better chance to
succeed in cyberspace than in physical urban space, not least due to the fierce
global, borderless competition in cyberspace, and due to the attendant more rapid
historical turnover and remodelling of spaces. The increased communicative
capacity that will then increasingly be expected by the users of cyberspace will
lead them to expect or demand a similar information richness and communicative
capacity from the physical urban and architectural spaces they would be willing to
patronise. The users’ expectations and the competency in information absorption
they acquired in cyberspace will fuel and finally force the semiological upgrading
of the physical environment too. The challenge will be the faster pace of
development, continuous upgrading, replacement. We have to get used to that we
are not building for eternity.
This physical environment will not only acquire a new semiological density and
coherence but will be transformed in many further respects as it gets enveloped by
and infused with virtuality. Most walls and architectural and urban surfaces will
become windows into virtual extensions connecting physical to virtual spaces.
Room-sized, full or partially enveloping panoramic screens or projections are very
effective mechanisms of collective immersion into virtual spaces. Whole groups of
physically co-located participants can thereby be transported into a virtual
environment, and thereby interact with several other groups. Another potent form
of tele-presencing is the use of holograms. The required equipment could be built
into strategic locations like at the lectern in a lecture theatre. Both technologies are
being advanced rapidly, to ever greater effect and are ever more affordable. A
further compelling technology for tele-presencing is Microsoft’s VROOM - Virtual
Robot Overlay for Online Meetings. Here telepresence robots allow remote users
to freely explore a space they are not in, and provide a physical embodiment in that
space. Here a robot acts on behalf of a remote participant in a physical space, just
like an avatar in a virtual space. That robot is either equipped with a screen at head
height to deliver a video presence of the remote participant, or becomes the site of
an AR overlay for co-present participants wearing AR glasses. Holograms might
also be spawned from such robots. These examples in hardware evolution imply
that we must not imagine that cyberspace will be experienced only at home from a
laptop, phone or headset, but within new types of technology empowered
immersive spaces.
5. Cyber-Urban Incubators
These projected space expansions function like windows into virtual spaces. These
virtual spaces continue the geometry of the physical space and simulate its
materiality via photorealistic real time rendering as is now possible, for instance,
with the latest version of Epic’s ‘unreal engine’. However, geometric and stylistic
continuity at the edges might be enough to establish a sense of immersive
connection with the physical space, allowing then also for inventive
transformations of the virtual space expansion, like various degrees of abstraction,
or an enhanced kinetic malleability. A further obvious possibility that is being
explored in the AADRL studio is the opportunity to work with info-graphic
overlays that deliver further information about the space and its participants. These
overlays can also be overlaid onto the physical space via augmented reality (AR)
technology. The design inspiration flows in both directions of the physical - virtual
divide.
The spatiological strategy for the project assumes that the intensity with which
physical spaces are laced with connections into virtual realms is a matter of degree.
There are areas where physical presence dominates, like in current office
environment where only the desk tops, laptops and mobile phone screens connect
with the virtual world, without giving a sense of spatial integration. On the other
end of this spectrum we find spaces, like VR caves, where the immersion into
virtual interaction scenarios dominates, even when several individuals are also
physically co-located while joining a virtual space. The spatiology here distributes
a series of blob-shaped voids that cut across the building’s slabs to establish the
places with a high degree of virtuality as multi-storey mega-caves that are also
visible on the exterior of the building as glowing, animated domes. These mega-
blobs occasionally also form meta-ball formations. Between these high virtuality
centres and the low virtuality periphery users can follow a gradient of variously
calibrated mixed reality spaces that are ordered in a trajectory of increasing
mediation towards the virtuality nodes.
In terms of phenomenology and semiology, the gradient is reinforced in the
following way: Those local space expansions that are closer to the periphery and
where physical co-location is foregrounded and dominates the mixed reality
scenario, the virtual spaces are rendered in photo-realistic fashion, mimicking
closely the form and materiality of the physical space. As the mixed reality spaces
approach the voids, and the balance between physical and virtual presence shifts,
the way the virtual spaces are rendered also shifts towards abstraction, increased
kinetic malleability and generally towards greater and greater emancipation from
the presuppositions of the physical design. The degree of rendering abstraction and
design emancipation displayed in the virtual space expansions is thus signifying
the degree to which the respective communication events are locally or globally
focussed. The opportunity and intensity of dramaturgical design ideas also
increases with the increasing shift of balance towards the virtual realm. However,
dramaturgy is never altogether absent even from physically focused spaces.
It is one of the ambitions of the author to use the increased dramaturgical design
opportunities delivered by the emergence of metaverse architecture to also advance
the dramaturgical project in the realm of physical architecture. This has been a
longstanding theme within the author’s design research agenda, previously pursuit
under labels like ‘responsive environments’ and ‘spontaneous environments’
(Schumacher, 2021). Here is also an important role for AI to enter and empower
architectural spaces, both virtual and physical. The ambition is to design an
environment where many (if not all) architectural elements become self-directed,
learning architectural agents that form a productive collaborative ecology together
with the human participants, eschewing remote control for the free unfolding of
artificial architectural intelligence. In both the physical and virtual spaces ai-
empowered creatures will, more and more, become our valued collaborators. The
life-process of the future will thus become a man-machine ecology, in both the
physical and virtual spaces that together form the mixed reality our social lives will
inhabit.
Figs. 10 - 12: Urban interface of the cyber-urban incubator - facade and courtyard.
‘Cybertecture’ by Stefan Tzon Manousof, Qi Yang, Amin Yassin, Yang Yu;
AADRL Studio ‘Cyber-urban Incubator’, tutors: Patrik Schumacher, Pierandrea
Angius.
Liberland is well known in crypto circles and has built up a following of would-be
citizens of over 600,000. This gives the Liberland metaverse a head-start with
respect to achieving its ambitions, namely to become a key site for communication
within the crypto ecosystem.
Fig.13 Physical Liberland between Croatia and Serbia Fig.14 Matching Masterplan
for Liberland Metaverse
The architectural and urban paradigm that is most congenial to this idea of a
differentiated, evolving, multi-author urban field is: Parametricism (Schumacher,
2009). We therefore predict that the development of the metaverse will boost
parametricism. This will also feed back into physical architecture because most
organisations and clients will have both physical and virtual venues.
The two primary aesthetic problems we are trying to solve with our urban and
architectural designs for the Liberland metaverse can be stated as follows:
1. On the urban scale: To maintain a global sense of unity and identity while
accommodating a rich diversity of districts, institutions and congenial
architectures.
2. On the architectural scale: To maintain legibility in the face of complexity. The
task is to maintain inter-visibility and inter-awareness in mixed use scenarios with
very complex spatial arrangements. This is achieved by the use of fluidity and
spatial porosity, allowing for deep, layered vistas.
Two powerful innovations are coming together in the metaverse we envision with
Liberland: First the immersive internet allowing for a new level of life-like
spontaneity in social interactions, and second the internet of value allowing for
truly global economic collaboration without gate keepers, no matter which passport
participants hold. We conceive of the metaverse as an open platform, based on
freely circulating open source insights and technologies, building on and
participating in the culture of permission-less innovation that has fuelled the crypto
ecosystem in recent years. As Vitalik Buterin has insightfully argued, the most
crucial currency for crypto platform projects is legitimacy within the wider
ecosystem and community of participants (Buterin, 2021). That is why we believe
that the open, decentralised, community owned versions of the metaverse -
organised as transparent DAOs - will win out over centralised corporate ventures.
This fits into an emerging world where the end to stagnation and a boost to
prosperity for all requires that centralised power blocks give way to global markets
and discourses. The metaverse will in turn accelerate this larger transformation.
In Liberland parcels of land will be sold with covenants in accordance with a
nested system of different planning regimes: a central curated urban core,
surrounded by a layer of districts where we encourage urban self-governance, and
finally zones where the absence of urban planning allows for a spontaneous order
via a free-wheeling discovery process. The key idea here is thus the urban meta-
policy of a simultaneously plurality of approaches rather than a single one-fits-all
planning regime (Schumacher, 2020). The strategic decision would thus be to offer
choice to potential developers, investors, buyers and end users. In the overarching
context of government as contractually bound service and the pursuit of
governance innovation, it is important to experiment and use the initial market
feedback from potential investors and then from the measured market performance
of built results, for a pragmatic discovery and selection process concerning urban
development regimes and policies. Policy regimes aim at an urban order implying
an optimal co-location pattern that maximises positive externalities, i.e. functional
spill-overs or synergies, and minimises negative externalities. The maintenance of
a nimble, flexible openness to future opportunities is another concern to be
considered.
Fig.25 Liberland Metaverse, abstract visualisation of virtual city fabric on
approximately 2000 land parcels
Figs 26-27 Liberland Metaverse planning zones: sponsored urban core, self-
governed districts, spontaneous free-zone
The planning regimes introduced here apply to both metaverse urbanism and
physical urban development. The assumption here is that the various planning
regimes listed above are distributed across the land available to Liberland, initially
virtual and later physical, so that each regime is instantiated and tested in at least
one zone or urban district. Regimes can then be expanded or contracted, first based
on uptake during the marketing and land sale phase, and later in accordance with
the actual urban development experiences on the ground.
This paper presents reflections and speculative anticipations of the coming era of
the metaverse, not only as opportunity for entrepreneurs and architects, but also as
exiting, progressive development for society at large, culturally, economically and
politically. The following 12 theses on the type of metaverse described and
promoted here may serve as summary and conclusion, as well as a manifesto for
work to come:
References:
Benedikt, M.(1991a). Introduction. In M.Benedikt (Ed.), Cyberspace: First
Steps (pp.1-25). MIT Press.
Chalmers, D.J. (2022). REALITY+ Virtual Worlds and the Problems of Philosophy.
Penguin Books.
Declarations:
Competing interests:
The author is the principal of Zaha Hadid Architects (ZHA). ZHA is joint venture
partner and designer of the Liberland Metaverse presented within the article.
The author is the supervisor of the student design research project ‘Cybertecture’
presented within the article.
Funding
the article and the work presented in the article did not receive any dedicated third
party funding
Authors' contributions
The author contributed to the design works presented in the article in the role as
supervisor or tutor in case of ‘Cybertecture’, and in the role of design firm
principal and design team director in the case of the ‘Liberland Metaverse’.
Acknowledgements