Some sources of material: Art in the Metaverse - A New Space for Placemaking and Public Art.

In 2003, the online platform "Second Life" was released, which allows people to create virtual characters and have a second life online.

What we have in real life is recreated in the "Second Life" and soon we see galleries, museums and other art displays spring up like mushrooms after a rain.

The virtual world was first opened by "Second Life", and has now spread to other meta-universe under development. NFT and digital art find their place in it, and as users move around, they can still see galleries, museums and other art exhibitions everywhere.

Image source: Internet

Users can stay in the meta universe for several days, and the rich artwork is really irresistible.

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Spatial Relationships in the Metauniverse

On January 7, partion's Twitter space "The Future of the Metauniverse", artist and metauniverse expert Michelle Cortese discussed the reasons for using proxemics (Spatial Relationships) in the metauniverse.

"Geography can be considered as four different categories: intimate, personal, social and public.

The boundaries of these regions help us understand the appropriateness at different distances. In the real world, each region has an established code of conduct that provides clear rules for which behaviors are acceptable and unacceptable. We can use these regions to help people understand what behaviors are appropriate at a particular time and place."

Figure: Interpersonal space area diagram of Edward T. Hall

This slightly traditional method of space design can be seen as a way to allow new participants to easily enter an environment that is more likely to be socially integrated in the future. Just like when we enter other societies or spaces, we also set social norms about how you should behave in this new space. This may also simplify the onboarding process when it comes to people who are not digital natives.

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interactive elements and meta-universe

Traditionally, most of the time spent displaying digital art on the screen, and immersive experiences have also seen growth in the past few years. When artists such as

Team Lab openly display large interactive multimedia installations, they attract a wider audience, allowing people to watch more than just digital art.

Experiences outside of viewing can also create deeper connections and interests and reach a wider public. Of course, interacting with the audience is also the key to the advancement of metacosmic art.

Interactive elements and interactions in the metaverse, very suitable for digital 3D works and installations.

They may have a slight sense of distance if viewed on the screen instead of through VR glasses, but the metaverse is able to provide more than just viewing digital 3D artworks, it provides viewers with a way to coexist with art in the viewer’s own way.

Zhen Online Metaverse Gallery is the application of virtual exhibition hall in the metaverse. Through VR virtual reality technology, 3D modeling technology, three-dimensional visualization technology, etc., can create a 24-hour VR exhibition hall of Metaverse that never closes. connects online and offline, not only can realize the "cloud exhibition" of art institutions, but also can deeply combine it with brands, IPs, and artists to customize the exclusive meta-universe digital space.

can also walk and interact with moving virtual images and sculptures in the metaverse, which opens a new perspective for us to live with digital art in the modern and future. In the near future, we have more than just images on mobile phones or screens.

Strolling through the sculpture garden of the metaverse may provide an experience similar to the IRL interactive device provided by artists such as TeamLab—a way to live with, share space and interact with digital art.

Image source: Internet

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Community-centered meta-universe art space

When moving forward in the development of the meta-universe, it is important to remember that the establishment and conception of new spaces of , thinking is more important than ever, because sometimes blind innovation does not take into account anything new, but just recreates old systems and values ​​in new places.

In the metaverse, the development of the community should be considered, how to use art to create a place in the metaverse, not only serves private landowners, but also provides a real place where the community can develop and thrive around it.

Place manufacturing is a practice in public art and public space planning, and the ideas and concepts surrounding topics such as public art, and its importance in place creation, may be a route worth exploring.

creates a community space with a say, which will be a way to gather art projects around it, driven and implemented by communities formed in the metaverse.

Strengthens the connection between people and the places they share, and place creation refers to a cooperative process through which the public sphere can be shaped to maximize shared value.

Image source: Internet

Place creation and public art are not new concepts. In the society we live in today, they all play an important role in shaping communities around art and public spaces.

When people think about the space created around art in the metaverse, theories and ideas can potentially guide us, just as sometimes history is the right guide to creating the future.

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Conclusion

The possibility of watching art in the metaverse has undoubtedly changed the way modern digital art is displayed, gaining a wider audience in the past few years. There is no doubt that as the metaverse develops, the audience will continue to grow.

More adaptable settings for specific digital art types in the metaverse can help viewers experience digital art in new ways. As the metaverse continues to grow, people will see new public places, and communities around public digital works will thrive.

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part of the material source: Art in the Metaverse - A New Space for Placemaking and Public Art

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