Research Atlas - Community Owned Metaverse

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A collection on metaverse, built environment, and addictions

COMMUNITY OWNED metaverse

SOLUTION TO ADDICTION

MODULE: METAVERSE

Substance

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
Addiction
Digital Addiction
Site Studies URGENCY of
and Body Intervention Community-Owned Metaverse METAVERSE
the Integration Archigram + Heterotopia context and examples collection of projects and ideas on integrating physical and virtual environments situating in the history and humanity science studies on substance use disorder, treatment, and the rehabilitations Heterotopia Spaces on Site and Analysis content 01 07 04 02 08 05 03 06
Design Focus
Catalogue of
MODULE: METAVERSE READY PLAYER ONE (2018)
01 METAVERSE

Metaverse

Context

The topic of Metaverse has become ever popular as the technologies of AR/VR/ MR/XR are introduced to our lives, and with many Big Techs investing hundreds of billions of dollars in this digital realm, the impacts of Metaverse will change our lives from all aspects. Zuckerberg explained how the metaverse could make us “feel like” we are “right there in the moment”, without really being “there”. Essentially, it is a virtual environment of mixed reality that offers immersive experiences without the law of physics.

From 2020 to 2022, Metaverse market worth rolled up from 500 million to almost 180 billion. Employing technologies like blockchains/NFT/cryptocurrency, that aims to support a decentralized society (DeSoc); however, many metaverse platforms invested and developed at this stages are still considered centralized as they are owned by big corporations and wealthy individuals

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
IRON MAN III (2013)
METAQUEST - Horizon Workrooms METAQUEST - VR for Work 01 Module: Metaverse context and example
AVATAR (2009)

Generating interaction with medical students

The most significant benefit of the metaverse is that it allows people to engage with one another while pursuing online practical medical courses, unlike the current one-way schooling. Healthcare will utilize it in medical education for simulation training rather than knowledge dissemination. For example, advanced hand skills and interactions need extra technology in the metaverse-based medical training, which is more successful.

(Excerpt from “The Role of Metaverse in Revolutionizing Medical Education,” published on Our Planet Dec. 10, 2021.)

AR Surgery

AR-assisted surgeries have already been performed with much success, but you often don’t hear about those in contrast to news about this or that new Metaverse platform. Being able to see where to drill inside a bone or where to put a screw can make procedures faster and safer. Of course, you’ll need better AR glasses to make that happen because the current consumer models we have just won’t cut it on the operating table, pun intended.

(Excerpt from “THE METAVERSE HAS THE POWER TO IMPROVE HEALTHCARE, AND IT HAS ALREADY BEGUN,” by JC Torres, published on Yanko Design May 15, 2022.)

Designer: Augmedics (via John Hopkins Medicine)

Digital Twins

The phrase might conjure up horrific images, particularly of scenes from iconic horror films in the 80s, but digital twins are less frightening or even less dramatic than they sound. In essence, a digital twin is pretty much an exact replica of a physical thing, in this case, a person, based on real-world data. This replica can undergo hundreds of simulated changes in just minutes or even seconds that would normally take hundreds of years in real-time.

(Excerpt from “THE METAVERSE HAS THE POWER TO IMPROVE HEALTHCARE, AND IT HAS ALREADY BEGUN,” by JC Torres, published on Yanko Design May 15, 2022.)

Designer: Arch Virtual

Designer: Philips

MODULE: METAVERSE
a collection on metaverse, built environment, and addictions
Community-Owned Metaverse: solution to addiction
01 Module: Metaverse context and example

Reading back through a transcript from Facebook’s investor-disappointing fourth-quarter earnings call has solidified my perspective that we need a third-party, benevolent central entity for the metaverse. A sort of central digital clearinghouse that can transport me from place to place, inclusive of the platformlocked areas that will inevitably come to constitute a portion of our online selves.

The concept of the metaverse is flexible, with companies, individuals and dreamers coming up with differing exact formulations of the idea.

Still, we need somewhere to meet, so after reading a host of shots at this particular goal, I think it’s fair to say that the metaverse is a connected digital environment that is inherently social and based around individual identity.

Digging into that definition, the metaverse will be connected in that it’s online and likely dynamic, digital in that it is purely synthetic, inherently social in that it revolves more around human-to-human interaction than solo activities, and based around individual identity as it seems generally agreed that folks are going to have some form of self in the mix. Avatars, NFTs, pick your poison.

Facebook parent company

Meta is all-in on the concept, with new hardware and

software for the metaverse costing the social networking giant a mint. You can understand why Meta wants to win the metaverse, with its core apps seemingly late in their maturity cycles and younger, more nimble foes in the social space doing to Facebook what Facebook did to a prior generation of consumer networking applications.

Meta needs to win the next cycle to maintain its growth, especially in light of privacy changes on iOS that are showing up in its business results. So, metaverse.

From a corporate perspective, Meta’s drive to win the nascent if not-really-new concept of the metaverse makes sense.

From a consumer perspective, I’m not stoked about Facebook winning.

Profits, centralization and the metaverse

The story of Facebook’s progression to Meta is — compressing mightily — this: It’s a social network that added more users over time from an artificially constrained genesis (college students) before morphing into a collection of major social applications built through acquisitions, then to a shared data-core with different social apps positioned on top.

Today, it’s a mega-corp with slowing core business and big hopes about the future.

Meta’s metaverse plans

are, from that timeline, not small. They matter in that the company’s future growth is predicated on their success. This means that whatever Meta builds will have a strong monetization angle. Which, thanks to the company’s DNA, is fair to presume will center around advertising and a unique identity likely tied to the company’s existing account system.

Not to bang the blockchain drum this early in the day, but Meta’s metaverse plans are a bit too centralized for my tastes. Even more, I don’t want to participate in more ad-driven activities, which Meta would likely include in its metaverse future. I am already suffering from advertising poisoning, in which seeing an advert for your company in a multimedia environment makes me hate your brand, regardless of how well-targeted the promotion may be. Leave me alone.

(Excerpt from “How to ruin the metaverse? Build it around profit and centralization,” by Alex Wilhelm, published on TechCrunch February 9, 2022.)

Decentraland’s Ice Poker Parlor.

Decentraland’s casino - Ice Poker Parlor made $7.5 million in three months, attracted a third of the users to Decentraland.

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 01 Module: Metaverse context and example
(Article
and image via Cointelegraph.)

The race to the metaverse is on, featuring runners and riders, including tech giants like Meta, Microsoft, and Epic, to blockchain old-schoolers like Decentraland and Somnium Space.

The only problem is that it looks suspiciously like a repeat of the “format wars” we’ve seen play out time and time again. Just look at the current video streaming fiasco. We now need to subscribe to ten different streaming services to watch the shows we actually want to watch. It’s the same old cycle we’ve seen play out in decades of centralized tech, from VHS versus Betamax in the 1980s to Facebook versus MySpace a decade ago. Now, Microsoft and Meta are squaring up in their bid to dominate the virtual space.

A dystopian vision?

Tech stock investors can look away now, but these attempts are doomed to fail. Meta’s bid to compete with Microsoft by penetrating the enterprise workspace metaverse has already landed badly. Meanwhile, Mark Zuckerberg’s vision of a centralized Facebook-style social metaverse has been dubbed “dystopian” by one of the firm’s earliest supporters.

Meanwhile, Microsoft itself appears to have a zigzag approach to realizing its metaverse ambitions. Following Meta’s renaming last year, Microsoft was quick to jump in with its announcement that Teams was to be developed into the workspace metaverse of choice, leveraging its vast base of enterprise users.

Within a matter of weeks, the firm also announced it had made its biggest-ever acquisition in a takeover of gaming firm Activision Blizzard, with CEO Satya Nadella going on to tell the FT in an interview that he believes the future of the metaverse is in gaming.

So under this centralized vision, we’re going to have AR-enabled PowerPoint presentations by day and 3D social networks aimed at harvesting yet more data by night. It’s hardly surprising that people aren’t getting excited.

While big tech firms slug it out to realize their vision of what we want, decentralized metaverses and Web3 initiatives are currently attracting record investment, pulling in around $30 billion in venture capital last year. What can these investors see that Meta and Microsoft are missing? That the potential of Web3 as the digital infrastructure of the future cannot be overlooked when envisioning a metaverse.

The power of DAOs

The ideal metaverse should not only break technological barriers by offering an unparalleled user experience, but this is an opportunity to

Metaverse is Centralized Technocracy

I do not intend to discourage the use of technology, but to inform about its contraindications. Any excess tends to be harmful.

This article is a look of caution.

The metaverse is an environment where humans interact socially and economically as avatars, through a computer medium in a cyberspace, and is generally composed of multiple, shared, three-dimensional virtual spaces.

The metaverse acts as a metaphor for the real world, and with new relationships and economic rules unique to the ecosystem, many of which are not applicable to our physical reality.

A science fiction metaphor that is possible today, and where reality surpasses fiction.

The reality exceeds fiction

BIG BROTHER IS WATCHING YOU George Orwell narrated in his work “1984”, published in 1949, which describes a global society of total control in which people are not allowed to have thoughts that differ from the corporate state. Individual freedom does not exist and advanced technology has become the engine of the surveillance society. Snitches and cameras are everywhere. And people are subjected to the Thought Police who deal with those guilty of thought crimes.

dependence on Internet-connected gadgets and gadgets prepares us for a future where freedom is an illusion.

The CIA’s MK Ultra project sought during the second half of the last century, between the 1950s and 1970s, to achieve mind control through all kinds of illegal activities: LSD, hypnosis, electroconvulsive therapy, torture. In total, almost two hundred researchers from eighty institutions collaborated with the 149 projects of the program. There was no Facebook or Google then, of course.

Metarverse Data Promises a Million Dollar Business

Mark Zuckerberg’s company currently has 2.9 billion people between WhatsApp, Instagram or Facebook itself (source Statista ), and growing.

Increasingly, children, adolescents and young people (and many adults) spend many hours connected to internet platforms where they not only play, but also interact with other people.

interesting opportunity, as it was 20 years ago, betting on companies like Google or Facebook.

“The rich invest in time, the poor invest in money.” Warren Buffet

Just do a Google search on a type of food, shoes, cars or books, and the following ads have this theme. The invasion of privacy begins with the collection of data when we browse. But it is also enough for BIG BROTHER to know our tastes, fears and weaknesses so that they send us false (or designed) news so that, for example, they lead us to vote for a certain candidate. That is part of the Technocracy.

Thus, the concept of metaverse is used globally to describe a digital life parallel to real life, but in the case of cryptographic projects, the metaverse goes a little further.

Blockchain Metaverse

transform the big tech business model that we’ve all come to know and dislike. Rather than operating services designed to extract monetary value from users, Web3 innovators create platforms that aim to empower people. Truly autonomous creations where the users are, if not the owners in the traditional sense of the word, then the beneficiaries.

The only way to think of the ideal metaverse is through the building blocks laid by decentralized autonomous organizations, or DAOs. The world is only just waking up to the transformative power of DAOs, which have made headlines for attempts to buy a copy of the US Constitution, crowdfund legal fees for Julian Assange, and lower the barriers to entry for real estate investing. In the decentralized finance movement, DAOs are now the norm rather than the exception, and now that they’re beginning to penetrate the mainstream, it’s only a matter of time before this model extends to other platforms and protocols, too. How can we be sure of this? Because from the users’ perspective, the DAO model offers unbeatable value. We all know that in the traditional social media model, we – or rather our data – are the product that generates value. Each update or “improvement” simply attempts to extract more revenue from our data. However, users don’t see any of this value – instead, it’s funneled back to shareholders.

A social network based on a DAO upends this model to return value to those who generate it. Users have an ownership stake in the platform, and assuming it operates using the same ad-based revenue model, the user will receive a share of these revenues as a reward for their engagement.

Unparalleled network effects

The network effects of such a model would be unparalleled because the incentives are aligned. Users – let’s go crazy and just call them people now – will want their friends and family to join so they can also participate in the rewards and make the network a better place to hang out. The more people join, the more developers want to build third-party apps and services to tap into this growing community of active, engaged people who are happy to be there, and the positive cycle continues.

What’s more, thanks to the underlying blockchain infrastructure, people own the assets and benefits they accrue on any given platform. In the Web2 model, we don’t own anything so we end up tied into platforms and services simply so we can benefit from the work we’ve put into them over the years. Closing a social media account means losing followers, closing a streaming service

means losing playlists and access to streaming material, closing an online marketplace listing wipes out a carefully-built customer directory.

In the Web3 world, we own our assets, so we can carry them with us across different platforms without fear of being penalized. This also has the potential to make assets exponentially more valuable than they are in the Web2 world. For instance, Spotify has put the world’s music library in our pockets, but the cost of doing so has reduced the value of a music track to fractions of a cent.

But if a piece of music is tied to an NFT that can be owned and played on any platform or device, it becomes worth more to the listener – and the artist is the one reaping 100% of that extra value.

Decentralization is the only viable model Coming back to the tension between centralized metaverses and decentralized ones, it’s unclear how the two can co-exist. Following Twitter’s lead, Meta is rumored to be rolling out NFT support for Facebook and Instagram and even launching its own NFT marketplace.

It’s hard to imagine who would want to mint NFTs that only work in a closed ecosystem, but it’s even harder to imagine Meta, or any of the other big tech firms, launching NFTs that permit interoperability with the established blockchain infrastructure.

So big tech has a choice. Embrace the open, decentralized nature of the future in the metaverse, or continue operating closed ecosystems that are only designed to extract value at the expense of their most valuable assets. Because once people begin to understand that Web3 empowers them to own their data, their follower counts, their customers, all the value they accrue online and take it with them, the “Web 2.0” business model is no longer attractive or sustainable.

In The Matrix, the popular science fiction film, computer programmer Thomas Anderson, alias Neo, is awakened from a virtual sleep by Morpheus, a freedom fighter who seeks to free humanity from a lifelong hibernation state imposed by by hyperadvanced artificial intelligence machines, which depend on humans as a source of organic energy. With their minds connected to a perfectly designed virtual reality, few humans realize that they are living in an artificial dream world.

Neo has to choose: take the red pill, wake up and join the resistance, or take the blue pill, and remain immersed in his virtual world maintaining the powers that be. Most people opt for the blue pill.

Current events show us that the blue pill is a single ticket to a life sentence in a technological concentration camp, and that it has been coated with the honey of usability to mask the bitter taste.

We’ve been given the blue pill through superfast internet, 24/7 streaming, cell phone signals that never miss a call, thermostats that keep us at the ideal temperature without us having to lift a finger, and entertainment that can be streamed simultaneously to our televisions, tablets and mobile phones, and then home devices.

In the near future, with a chip in our body. Big Data is core power. Fact Check: quantum dot dye technology does not feature microchips

We saw it in the last “ pandemic “ (Covid19), fear generates power for those who instill it, and wealth… Billionaires got 54% richer during pandemic, sparking calls for “wealth tax.”

The closure of our individual physical freedoms is part of the metaverse experiment.

However, we are not only in the hands of these technologies that were meant to make our lives easier, we have become their slaves.

Look around. Whichever way you look at it, people are so addicted to their Internet-connected display devices — smartphones, tablets, computers, TVs — that they can spend hours immersed in a virtual world where human interaction is filtered through technology.

Is that freedom? No, it’s not even progress, but involution towards transhumanism It is the technological tyranny and iron control exercised through the surveillance state, by corporate giants like Google and Facebook, and government espionage agencies like the National Security Agency , or any other similar organization in any country.

We are so engrossed in the latest technologies that we have barely thought about the ramifications of our flight forward, into a world where our abject

But the metaverse is not limited to electronic games. For Zuckerberg, the push into the metaverse will come from the merging of the digital and physical worlds. Instead of consuming the internet through mobile screens, the metaverse will be accessed through hightech virtual reality or augmented reality glasses, which will project realistic and interactive images onto our physical surroundings.

On Friday, October 29, 2021, Mark Zuckerberg announced the conversion of his company Facebook into META whose slogan says: “The metaverse will be social”

But BIG BROTHER is much more than Facebook and the complaints of bad practices regarding the privacy of its users’ personal data, which also affect other technological giants, such as Google.

The gratuitousness of the service leads us to the fact that we ourselves are the product. There are no free lunches. Have you heard of Big Data? (large flows of information that are useful for predicting behavior).

The Power of the Technocracy

“You will have nothing and you will be happy. Anything you want to rent, a drone will take you home”, is the first of the 8 predictions for the world in 2030 of the World Economic Forum.

The political Establishment has understood the power of that technology. Technocracy is a path we are traveling .

Governance is not only based on traditional political power, but through companies, where the technocracy takes shape with the Corporatocracy , since otherwise it could not be implemented.

American companies are not the only ones who want to be part of the metaverse and thus of economic power. Several Chinese companies, such as Tencent, Netease and Baidu, are also taking an interest.

At BlackRock and Fidelity (two large global investment funds) they are clear that the metaverse is such an

The crypto economy is a new ecosystem, but it is growing rapidly. People interact in it without the need for permission, without the need for trust. The right setting for the metaverse. A blockchain metaverse is a virtual universe, made up of shared 3D virtual spaces, generated within a chain of blocks.

In this virtual universe there is its own economy, actions that simulate to be jobs, its own currency, digital assets, avatars and numerous monetization opportunities. The metaverse in blockchain creates a complete parallel life, because it adds economy to social roles.

Decentraland is the most popular space among blockchain metaverses based on the Ethereum blockchain. On Decentraland, you can buy virtual goods known as LAND that are stored on the Ethereum blockchain in the form of a non-fungible token (NFT).

To get your own lot of EARTH on Decentraland, you need to get Decentraland’s ERC-20 fungible cryptocurrency, called MANA.

Pavia the first Cardano metaverse project officially launched as the first Cardano Metaverse in January, was named after Pavia, Italy, the birthplace of Gerolamo (Jerome) Cardano in 1501. There are already over 22,000 owners or holders of unique portfolios of NFTs.

Similar in style to Decentraland, but based on Proof of Stake (PoS) blockchain technology, each parcel of land is a uniquely numbered Cardano NFT (CNFT) based on coordinates within Pavia.

Final Words

Combine the metaverse, the crypto industry, artificial intelligence and the power of quantum computing , and if you understand the deep meaning of this article, you will start to feel chills.

As I said at the beginning of this article, I do not intend to discourage the use of technology, but to inform about its contraindications, the excess is harmful.

I do not mean to alarm you, but to inform you.

(Article and image via Medium Coinmonks.)

Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
2022 01 Module: Metaverse context and example
by Libelion.com, published on Medium, April 7,
(Article and image via Venturebeat.)
Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 02
Superflux, The Intersection 2020-2021.
URGENCY OF DIGITAL ADDICTION

The current state of screen time across the US

Data from Optimum

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
edith’s screen time in September, 2022. 02 URGENCY of Digital Addiction
02 URGENCY of Digital Addiction

Counteract Digital Addiction

Social media and digital platforms have bombarded our daily lives with all kinds of information and media contents. We are so used to having unlimited access to these platforms, that we never realize how addicted we have become.

As Metaverse becomes mature, it will most likely become ever immersive and of course addictive, our project will tackle on the addiction and mental health issue in this digitalized future.

The goal of big corporations in investing hundreds of billions in Metaverse is profit-driven, that means, metaverse will repeat social media’s success by focusing on creating engaging and profit driven activities, and toxic environments to attract users to stay longer, and eventually become centralized just like social media. Moreover, digital platforms will continue to curate the contents we are exposed to, control information transparency.

Studies and survey has been conducted indicate excessive screen time and an increasing population having digital addiction since 2017. Addiction to digital environments as Metaverse prevails will be much more serious and demand our immediate attention.

For a healthy and long-lived lifestyle, how can we counteract the addiction issues in the future of metaverse?

We believe the answer lies within community and metaverse. The mechanism of addiction is through dopamine which gives brain the happy signal and train the brain to look for more of this addictive events. But dopamine can also be triggered from a wide range of activities, for example – positive social interactions and positive digital media interactions, which we hope to promote through the combination of community space and virtual interface.

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 02 URGENCY of Digital Addiction
Proposed method to counteract the temptations from digital devices
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SUBSTANCE ADDICTION

National Survey of Substance Abuse Treatment Services (N-SSATS): 2020

Data on Substance Abuse Treatment Facilities

Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions MODULE:
METAVERSE
Department of Health and Human Services Substance Abuse and Mental Health Services Adminstration 03 Substance Addiction studies on substance use disorder, treatment, and the rehabilitations

Treatment #1: 12 Step Facilitation

Treatment #2: Cognitive Behavioral Therapy

Treatment #3: Brief Interventions

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
03 Substance Addiction studies on substance use disorder, treatment, and the rehabilitations

Mountainside Treatment Center Canaan, Connecticut

Mountainside Treatment Center is a nationally acclaimed behavioral health network specializing in individualized alcohol and drug rehabilitation programs and services. We respect each client’s recovery journey and for over two decades, have proudly served thousands of people in need of holistic addiction treatment. By combining innovative clinical and complementary wellness therapies with a data-driven approach, we empower our clients to completely transform their lives and achieve long-term recovery.

(Via Mountainside Treatment Center website.)

Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
03 Substance Addiction studies on substance use disorder, treatment, and the rehabilitations

Journey, Method, and Environment

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
03 Substance Addiction studies on substance use disorder, treatment, and the rehabilitations

Recovery Unplugged multiple locations

Recovery Unplugged helps people enter recovery from a place of empowerment, strength, and passion. We work with our clients to envision and build the life they want without drugs or alcohol.

Everyone connects with music, and most of us turn to it during our hardest times. Recovery Unplugged uses this connection to build trust with our clients and help them embrace lifesaving care.

(Via Recovery Unplugged website.)

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 03 Substance Addiction studies on substance use disorder, treatment, and the rehabilitations

Looking for the Answer in the Past

Case Study of Walking City by Ron Herron [Archigram] , 1964

To understand the urgency of metaverse platform, we looked at Archigram’s Walking City as precedences.

Archigram challenges the idea of static city and the format of citizenship. It creates a machine-oriented society in which machines and artificial intelligence will determine the way people live and social. It envisions a type of citizenship that is not fixed to the geographic location, but rather associated with the moving structure itself.

Likewise, in metaverse, one’s citizenship is determined by the rules and policies of the platform. However, while walking cities enable a flexible and modularized social structure as the mobile pods can be aggregated or detached from each other, current Metaverse platforms have this potential, but lack of the flexibility to engage with other platform due to their centralized nature and massive scale.

Similarly, in recent years, social media, introduced an unprecedentedly intense and complex mode of communication. But it has also gained control over the way we live, censor and curate the media content we see. They can even erase the existence of events and people.

Walking City inspired the way we look at the evolution of the metaverse. We hope to tackle on the infrastructure of metaverse platforms, and enable a decentralized infrastructure by empowering modularized and customizable metaverse platforms at a smaller scale, beginning with community or a neighborhood.

With this Community-Owned Metaverse as an initiation, we want to curate our own Metaverse that works collaboratively with the physical environment to create a nourishing but not addictive environment to better counteract the temptation from the digital world.

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 04 Archigram + Heterotopia situating in the history and humanity science 04 ARCHIGRAM +
HETEROTOPIA
Ron Herron [member of Archigram], Walking City 1964. Ron Herron [member of Archigram], Walking City 1964.

DSA’s Reinterpretation on the Walking Cities

Archigram Cities

Drawing Architecture Studio [DSA]

Year: 2020

Client: M+ Museum

Commissioned by M+ Museum of Visual Culture in Hong Kong, DAS created the Archigram Cities series drawings for Archigram Cities Symposium held in 2020. Based on three most famous works by Archigram – Walking City, Plug-in City, and Underwater City, DAS developed the themes for the 3 drawings and named them as Walking, Plugging, and Floating. In each drawing, DAS combined the selected works by Archigram with designs by other architects and vernacular construction in Asian cities which both share similar concepts to Archigram’s design. By fabricating those grand cityscape, DAS presented how Archigram’s ideas of the city resonate with architectural projects and urban phenomena in Asia.

(Images and text via world-architects.com.)

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
Drawing Architecture Studio, Walking, 2020. Detail from Walking Drawing Architecture Studio, Floating, 2020. Detail from Floating Drawing Architecture Studio, Plugging 2020. Details from Plugging
04 Archigram + Heterotopia situating in the history and humanity science

MICHEL FOUCAULT

Of Other Spaces: Utopias and Heterotopias

The great obsession of the nineteenth century was, as we know, history: with its themes of development and of suspension, of crisis, and cycle, themes of the ever accumulating past, with its great t preponderance of dead men and the menacing glaciation of the world. The nineteenth century found its essential mythological resources in the second principle of thermodynamics. The present epoch will perhaps be above all the epoch of space. We are in the epoch of by simultaneity: we are in the epoch of juxtaposition, the epoch of the near and far, of the side-by-side, of the dispersed. We are at a moment, I believe, when our experience of the world is less that of a long life developing through time than that t of a network that connects points and intersects with its own skein. One could perhaps say that certain ideological conflicts animating present day polemics oppose the pious descendents of time and the determined inhabitants of space. Structuralism, or a t least which is grouped under this slightly too general name, is the effort to establish, between elements that could have been connected on a temporal axis, an ensemble of relations that makes them appear as juxtaposed, set off against one another, implicated by each other — that makes them appear, in short, as a sort of configuration. Actually, structuralism does not entail denial of time; it does involve a certain manner of dealing with what we call time and what we call history.

Yet it is necessary to notice that the space which today appears to form the horizon of our concerns, our theory, our systems, is not an innovation; space itself has a history in Western experience, and it is not possible to disregard the fatal intersection of time with space. One could say, by way of retracing this history of space very roughly, that in the Middle Ages there was a hierarchic ensemble of places: sacred places and profane places: protected places and open, exposed places: urban places and rural places (all these concern the real life of men). In cosmological theory, there were the supercelestial places as opposed to the celestial, and the celestial place was in its turn opposed to the terrestrial place. There were places where things had been put because they had been violently displaced, and then on the contrary places where things found their natural ground and stability. It was this complete hierarchy, this opposition, this intersection of places that constituted what could very roughly be called medieval space: the space of emplacement.

This space of emplacement was opened up by Galileo. For the real scandal of Galileo’s work lay not so much in his discovery, or rediscovery, that the earth revolved around the sun, but in his constitution of an infinite, and in finitely open space. In such a space the place of the Middle be dissolved, Ages turned out to as it were; a thing’s place was no longer anything but a point in its movement, just as the stability of a thing was

only its movement indefinitely slowed down. I n other words, starting with Galileo and the seventeenth century, extension was substituted for localization.

Today the site has been substituted for extension which itself had replaced emplacement. The site is defined by relations of proximity between points or elements; formally, we can describe these relations as series, trees, or grids. Moreover, the importance of the site as a problem in contemporary technical work is well known: the storage of data or of the intermediate results of a calculation in the memory of a machine, the circulation of discrete elements with a random output (automobile traffic is a simple case, or indeed the sounds on a telephone line); the identification of marked or coded elements inside a set that may be randomly distribute d, or may be arranged according to single or to multiple classifications.

In a still more concrete manner, the problem of siting or placement arises for mankind in terms of demography. This problem of the human site or living space is not simply that of knowing whether there will be enough space for men in the world — a problem that is certainly quite important — but also that of knowing what relations of propinquity, what type of storage, circulation, marking, and classification of human elements should be adopted in a given situation in order to achieve a given end. Our epoch is one in which space takes for us the form of relations among sites.

In any case I believe that the anxiety of our era has to do fundamentally with space, no doubt a great deal more than with time. Time probably appears to us only as one of the various distributive operations that are possible for the elements that are spread out in space.

Now, despite all the techniques for appropriating space, despite the whole network of knowledge that enables us to delimit or to formalize it, contemporary space is perhaps still not entirely desanctified (apparently unlike time, it would seem, which was detached from the sacred in the nineteenth century). To be sure a certain theoretical desanctification of space (the one signaled by Galileo’s work) has occurred, but we may still not have reached the point of a practical desanctification of space. And perhaps our life is still governed by a certain number of oppositions that remain inviolable that our institutions and practices have not yet dared to break down. These are oppositions that we regard as simple givens: for example between private space and public space, between family space and social space, between cultural space and useful space, between the space of leisure and that of work. All these are still nurtured by the hidden presence of the sacred.

Bachelard’s monumental work and the descriptions of phenomenologists have taught us

that we do not live in a homogeneous and empty space , but on the contrary in a space thoroughly imbued with quantities and perhaps thoroughly fantasmatic as well. The space of our primary perception, the space of our dreams and that of our passions hold within themselves qualities that seem intrinsic: there is a light, ethereal, transparent space, or again a dark, rough, encumbered space; a space from above, of summits, or on the contrary a space from below of mud; or again a space that can be flowing like sparkling water, or space that is fixed, congealed, like stone or crystal. Yet these analyses, while fundamental for reflection in our time, primarily concern internal space. should like to speak now of external space.

The space in which we live, which draws us out of ourselves, in which the erosion of our lives, our time and our history occurs, the space that claws and gnaws at us, is also, in itself, a heterogeneous space. In other words, we do not live in a kind of void, inside of which we could place individuals and things. We do not live inside a void that could be colored with diverse shades of light, we live inside a set of relations that delineates sites which are irreducible to one another and absolutely not superimposable on one another.

Of course one might attempt to describe these different sites by looking for the set of relations by which a given site can be defined. For example, describing the set of relations that define the sites of transportation, streets, trains (a train is an extraordinary bundle of relations because it is something through which one goes, it is also something by means of which one can go from one point to another, and then it is also something that goes by). One could describe, via the cluster of relations that allows them to be defined, the sites of temporary relax — cafes, cinemas, beaches. Likewise one could describe, via its network of relations, the closed or semibedroom, the bed, e t closed sites of rest — the house, the cetera. But among all these sites, I am interested in certain ones that have the curious property of being in relation with all the other sites, but in such a way as to suspect, neutralize, or invent the set of relations that they happen to designate, mirror, or reflect. These spaces, as it were, which are linked with all the others, which however contradict all the other sites, are of two main types.

HETEROTOPIAS

First there are the utopias. Utopias are sites with no real place. They are sites that have a general relation of direct or inverted analogy with the real space of Society. They — present society itself in a perfected form, or else society turned upside down, but in any case these utopias are fundamentally unreal spaces. There are also, probably in every culture, in every civilization, real places places that do exist and that are formed in the very founding of society which are something like counter-sites, a kind of effectively enacted

utopia in which the real sites, all the other real sites that can be found within the culture, are simultaneously represented, contested, and inverted. Places of this kind are outside of all places, even though it may be possible to indicate their location in reality. Because these places are absolutely different from all the sites that they reflect and speak about, I shall call them, by way of contrast to utopias, heterotopias. believe that between utopias and these quite other sites, these heterotopias, there might be a sort of mixed, joint experience, which would be the mirror. The mirror is, after all, a utopia, since it is a placeless place. In the mirror, I see myself there where I am not, in an unreal, virtual space that opens up behind the surface; I am over there, there where am not, a sort of shadow that gives my own visibility to myself, that enables me to see myself there where I am absent: such is the utopia of the mirror. But it is also a heterotopia in so far as the mirror does exist in reality, where it exerts a sort of counteraction on the position that occupy. From the standpoint of the mirror I discover my absence from the place where I am since see myself over there. Starting from this gaze that is, as it were, directed toward me, from the ground of this virtual space that is on the other side of the glass, come back toward myself; I begin again to direct my eyes toward myself and to reconstitute myself there where am. The mirror functions as a heterotopia in this respect: it makes this place that occupy at the moment when I look at myself in the glass at once absolutely real, connected with all the space that surrounds it, and absolutely unreal since in order to be perceived it has to pass through this virtual point which is over there.

As for the heterotopias as such, how can they be described? What meaning do they have? We might imagine a sort of systematicde scription not say a science because the term is too galvanized now — — I do that would, in a given society, take as its object the study, analysis, description, and ‘reading’ (as some like to say nowadays) of these different spaces, of these other places. A s a sort of simultaneously mythic and real contestation of the space in which we live, this description could be called heterotopology.

Its first principle is that there is probably not a single culture in the world that fails to constitute heterotopias. That is a constant of every human group. But the heterotopias obviously take quite varied forms, and perhaps no one absolutely universal form of heterotopia would be found. We can however class them in two main categories.

In the so-called primitive societies, there is a certain form of heterotopia that I would call crisis heterotopias, i.e., there are privileged or sacred or forbidden places, reserved for individuals who are, in relation to society and to the human environment in which they live, in a state of crisis:

adolescents, menstruating women, pregnant women, the elderly, etc. In out society, these crisis heterotopias are persistently disappearing, though a few remnants can still be found. For example, the boarding school, in its nineteenthcentury form, or military service for young men, have certainly played such a role, as the first manifestations of sexual virility were in fact supposed to take place “elsewhere” than at home. For girls, there was, until the middle of the twentieth century, a tradition called the “honeymoon trip” which was an ancestral theme. The young woman’s deflowering could take place “nowhere” and, at the moment of its occurrence the train or honeymoon hotel was indeed the place of this nowhere, this heterotopia without geographical markers.

But these heterotopias of crisis are disappearing today and are being replaced, I believe, by what we might call heterotopias of deviation: those in which individuals whose behavior is deviant in relation to the required mean or norm a re placed. Cases of this are rest homes and psychiatric hospitals, and of course prisons, and one should perhaps add retirement homes that are, as it were, on the borderline between the heterotopia of crisis and the heterotopia of deviation since, after all, old age is a crisis, but is also a deviation since in our society where leisure is the rule, idleness is a sort of deviation.

The second principle of this description of heterotopias is that a society, as its history unfolds, can make an existing heterotopia function in a very different fashion; for each heterotopia has a precise and determined function within a society and the same heterotopia can, according to the synchrony of the culture in which it occurs, have one function or another.

As an example I shall take the strange heterotopia of the cemetery. The cemetery is certainly a place unlike ordinary cultural spaces. It is a space that is however connected with all the sites of the city, state or society or village, etc., since each individual, each family has relatives in the cemetery. In western culture the cemetery has practically always existed. But it has undergone important changes. Until the end of the eighteenth century, the cemetery was placed at the heart of the city, next to the church In it there was a hierarchy of possible tombs. There was the charnel house in which bodies lost the last traces of individuality, there were a few individual tombs and then there were the tombs inside the church. These latter tombs were themselves of two types, either simply tombstones with an inscription, or mausoleums with statues. This cemetery housed inside the sacred space of the church has taken on a quite different cast in modern civilizations, and curiously, it is in a time when civilization has b ecome ‘atheistic,’ as one says very crudely, that western culture has established what is termed the cult of the dead.

Basically it was quite natural that, in a time of real belief in the resurrection of bodies and the immortality of the soul, overridin g importance was not accorded to the body’s remains. On the contrary, from the moment when people are no longer sure that they have a soul or that the body will regain life, it is perhaps necessary to give much more attention to the dead body, which is ult imately the only trace of our existence in the world and in language. In any case, it is from the beginning of the nineteenth century that everyone has a right to her or his own little box for her or his own little personal decay, but on the 5other hand, it is only from that start of the nineteenth century that cemeteries began to be located at the outside border of cities. In correlation with the individualization of death and the bourgeois appropriation of the cemetery, there arises an obsession with death as an ‘illness.’ The dead, it is supposed, bring illnesses to the living, and it is the presence and proximity of the dead right beside the houses, next to the church, almost in the middle of the street, it is this proximity that propagates death itself. This major theme of illness spread by the contagion in the cemeteries persisted until the end of the eighteenth century, until, during the nineteenth century, the shift of cemeteries toward the suburbs was initiated. The cemeteries then came to constitute, no longer the sacred and immortal heart of the city, but the other city, where each family possesses its dark resting place.

Third principle. The heterotopia is capable of juxtaposing in a single real place several spaces, several sites that are in them selves incompatible. Thus it is that the theater brings onto the rectangle of the stage, one after the other, a whole series of places that are foreign to one another; thus it is that the cinema is a very odd rectangular room, at the end of which, on a twothe projection of a threedimensional screen, one sees dimensional space, but perhaps the oldest example of these heterotopias that take the form of contradictory sites is the garden. We must not forget that in the Orient the garden, an astonishing creati on that is now a thousand years old, had very deep and seemingly superimposed meanings. The traditional garden of the Persians was a sacred space that was supposed to bring together inside its rectangle four parts representing the four parts of the world, with a space still more sacred than the others that were like an umbilicus, the navel of the world at its center (the basin and water fountain were there); and all the vegetation of the garden was supposed to come together in this space, in this sort of mi crocosm. As for carpets, they were originally reproductions of gardens (the garden is a rug onto which the whole world comes to enact its symbolic perfection, and the rug is a sort of garden that can move across space). The garden is the smallest parcel of the world and then it is the totality of the world. The garden has been a sort of happy, universalizing heterotopia since the beginnings of antiquity (our modern zoological

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 04 Archigram + Heterotopia situating in the history and humanity science

gardens spring from that source).

Fourth principle. Heterotopias are most often linked to slices in time — which is to say that they open onto what might be termed, for the sake of symmetry, heterochronies. The heterotopia begins to function at full capacity when men arrive at a sort of absolute break with their traditional time. This situation shows us that the cemetery is indeed a highly heterotopic place since, for the individual, the cemetery begins with this strange heterochrony, the loss of life, and with this quasi eternity in which her permanent lot is dissolution and disappearance.

From a general standpoint, in a society like ours heterotopias and heterochronies are structured and distributed in a relatively complex fashion. First of all, there are heterotopias of indefinitely accumulating time, for example museums and libra ries, Museums and libraries have become heterotopias in which time never stops building up and topping its own summit, whereas in the seventeenth century, even at the end of the century, museums and libraries were the expression of an individual choice. By contrast, the idea of accumulating everything, of establishing a sort of general archive, the will to enclose in one place all times, all epochs, all forms, all tastes, the idea of constituting a place of all times that is itself outside of time and inacc essible to its ravages, the project of organizing in this way a sort of perpetual and indefinite accumulation of time in an immobile place, this whole idea belongs to our modernity. The museum and the library are heterotopias that are proper to western cul ture of the nineteenth century.

Opposite these heterotopias that are linked to the accumulation of time, there are those linked, on the contrary, to time in its most flowing, transitory, precarious aspect, to time in the mode of the festival. These hete rotopias are not oriented toward the eternal, they are rather absolutely temporal [chroniques]. Such, for example, are the fairgrounds, these’ marvelous empty sites on the outskirts of cities that teem once or twice a year with stands, displays, heteroclit e objects, wrestlers, snakewomen, fortunetellers, and so forth. Quite recently, a new kind of temporal heterotopia has been invented: vacation villages, such as those Polynesian villages that offer a compact three weeks of primitive and eternal nudity to the inhabitants of the cities. You see, moreover, that through the two forms of heterotopias that come together here, the heterotopia of the festival and that of the eternity of accumulating time, the huts of Djerba are in a sense relatives of libraries an d museums, abolishes time; yet the for the rediscovery of Polynesian life experience is just as much the rediscovery of time, it is as if the entire history of humanity reaching back to its origin were accessible in sort of immediate knowledge.

Fifth principle. a Heterotopias always presuppose a system of opening and closing that both isolates them and makes them penetrable. In general, the heterotopic site is not freely accessible like a public place. Either the entry is compulsory, as in the case of e ntering a barracks or a prison, or else the individual has to submit to rites and purifications. To get in one must have a certain permission and make certain gestures. Moreover, there are even heterotopias that are entirely consecrated to these activities of purification — purification that is partly religious and partly hygienic, such as the hammin of the Moslems, or else purification that appears to be purely hygienic, as in Scandinavian saunas.

There are others, on the contrary, that seem to be pure and simple openings, but that generally hide curious exclusions. Everyone can enter into the heterotopic sites, but in fact that is only an illusion — we think we enter where we e are, by the very fact that we enter, excluded. I am thinking for example, of th famous bedrooms that existed on the great farms of Brazil and elsewhere in South America. The entry door did not lead into the central room where the family lived, and every individual or traveler who came by had the right to ope n this door, to enter into the bedroom and to sleep there for a night. Now these bedrooms were such that the individual who went into them never had access to the family’s quarter the visitor was absolutely the guest in transit, was not really the invited guest. This type of hetero topia, which has practically disappeared from our civilizations, could perhaps be found in the famous American motel rooms where a man goes with his car and his mistress and where illicit sex is both absolutely sheltered and absolutely hidden, kept isolate d without however being allowed out in the open.

Sixth principle. The last trait of heterotopias is that they have a function in relation to all the space that remains. This function unfolds between two extreme poles. Either their role is to create a space of illusion that exposes every real space, all the sites inside of which human life is partitioned, as still more illusory (perhaps that is the role that was played by those famous brothels of which we are now deprived). Or else, on the contrary, their role is to create a space that is other, another real space, as perfect, as meticulous, as well arranged as ours is messy, ill constructed, and jumbled. This latter type would be the heterotopia, not of illusion, but of compensation, and I wonder if certain colonies have not functioned somewhat in this manner. In certain cases, they have played, on the level of the general organization of terrestrial space, the role of heterotopias. I am thinking, for example, of the first wave of colonization in the seventeenth century, of the Puritan societies that the English had founded in America and that were absolutely perfect other places. am also thinking of those extraordinary Jesuit colonies that were founded in South America: marvelous, absolutely regulated colonies in which human perfection

was effectively achieved. The Jesuits of Paraguay established colonies in which existence was regulated at every turn. The village was laid out according to a rigorous plan around a rectangular place at the foot of which was the church; on one side, there was the school; on the other, the cemetery, and then, in front of the church, an avenue set out that another crossed at right angles; each family had its little cabin along these two axes and thus the sign of Christ was exactly reproduced. Christianity marked the space and geography of the American world with its fundamental sign.

The daily life of individuals was regulated, not by the whistle, but by the bell. Everyone was awakened at the same time, everyone began work at the same time; meals were at noon and five o’clock then came bedtime, and at midnight came what was called the marital wake-up, that is, at the chime of the churchbell, each person carried out her/his duty.

Brothels and colonies are two extreme types of heterotopia, and if we think, after all, that the boat is a floating piece of space, a place without a place, that exists by itself, that is closed in on itself and at the same time is given over to the infinity of the sea and that, from port to port, from tack to tack, from brothel to brothel, it goes as far as the colonies in search of the most precious treasures they conceal in their gardens, you will understand why the boat has not only been for our civilization, from the sixteenth century until the present, the great instrument of economic development (I have not been speaking of that today), but has been simultaneously the greatest reserve of the imagination. The ship is the heterotopia par excellence. In civilizations without boats, dreams dry up, espionage takes the place of adventure, and the police take the place of pirates.

[This text, entitled “Des Espace Autres,” and published by the French journal Architecture /Mouvement/ Continuité in October, 1984, was the basis of a lecture given by Michel Foucault in March 1967. Although not reviewed for publication by the author and thus not part of the official corpus of his work, the manuscript was relaeased into the public domain for an exhibition in Berlin shortly before Michel Foucault’s dea th. Translated from the French by Jay Miskowiec.]

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 04 Archigram + Heterotopia situating in the history and humanity science
Italian School, Maritime view with port, figures, ships and city in the background 17th Century oil on canvas. Édouard Manet, A Bar at the Folies-Bergère, 1882, oil on canvas. Inside the Panopticon Presidio Modelo, at Isla de la Juventud, Cuba. Old cemetery in Cambridge, MA. Jean-Jacques-François Le Barbier, A Female Turkish Bath or Hamman 1785, oil on canvas. William Hogarth, The Tavern Scene 1732-33, oil on canvas. Harvard Art Museum. Detail from Diego Velázquez, Las Meninas, 1656, oil on canvas.

Community-Owned Metaverse [Changes to the Infrastructure]

Reflection on the Issue of Centralization of Metaverse

Our Community-Owned Metaverse Manifesto tackles on the centralized infrastructure of Metaverse platforms to propose for a foundation of a healthy and sustainable virtual environment. The proposed Community-Owned Metaverse platform is driven by community interest, differentiating it from the corporation-owned ones that are prone to capitalist activities. Community can refer to any NGO, or even a neighborhood, as long as they are operating independently for the welfare of the community. Through curating the scopes of this modularized metaverse platform infrastructure, we hope to liberate the metaverse from a centralized control, and eventually provide a robust virtual environment for a healthy lifestyle.

Community-Owned Metaverse: solution to addiction

Community-Owned Metaverse [Manifesto]

1. Community-Owned Metaverse is an independent and non-for-profit Metaverse platform.

2. Community-Owned Metaverse aims to create healthy lifestyle through employing healthier virtual environment that is non-toxic nor addictive.

3. Community-Owned Metaverse is based on a decentralized economy, detach it from other corporate-owned Metaverse platforms and centralized currency.

4. Community-Owned Metaverse is operated and maintained by the community.

5. Interface to Community-Owned Metaverse is everywhere in the community space.

6. Community-Owned Metaverse focuses on care-giving, learning, collaboration, and social interactions in a meaningful way.

7. Community-Owned Metaverse will be integrated to every aspect of daily life, from grocery shopping to healthcare.

8. Community-Owned Metaverse encourage diverse and creative user-generated content.

10. Community-Owned Metaverse aims to provide support for small to medium-size businesses.

11. Community-Owned Metaverse is a modularized platform that can be multiplied and freely attached and detached from other Community-Owned Metaverse to expand the connection.

MODULE: METAVERSE
a collection on metaverse, built environment, and addictions 05 Community-Owned Metaverse 05 COMMUNITY-
OWNED METAVERSE

Physical Environment

Site

Our site research looks at both the physical and digital site. In the physical site, we look at opportunities for community engagements, and categorized them as recreation, education, care-giving, and cultural institutions. We noticed that they lack vertical integrations among them. On the digital site, we focus on the ways that digital interface can make the community programs more engaging. We identified three directions, information, creativity, and communication. Through closer analysis, we hope to come up with a hybrid that incorporates the qualities of digital site in the physical site.

In next section 07 Catalogue of the Integration we start to archive the existing proposals, products, and our ideas that bring the quality of both the physical and digital environments together to create a hybrid space. These projects are categorized in four sectors, space or public space, education, caregiving, and cultural institution. In each sector, programs are sorted by how digital technologies are augmenting the program, the three major ways of augmenting are information, creativity, and communication.

Digital Environment

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 06 SITE STUDIES 06 Site Studies Heterotopia Spaces on Site and Analysis
MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 06 Site Studies Heterotopia Spaces on Site and Analysis

Heterotopia Spaces and Their Relationships to the “Normal” Spaces

Heterotopia are like mirrors, reflects where we are and through the return and exchange of gaze with the other you in the mirror, you find yourself in a space which is both real and unreal. This kind of relationship between real and unreal is only visible through contemplation from the heterotopia.

We found heterotopia, to some extent, provides with a unique perspective to reveal the hidden layers of relationship among people, people and their environment, and the heterotopia and the “normal” space. But recognizing the word “normal“ is also relational, the way we define

heterotopia has a lot to do with how we perceive the norm we reside in.

Through our field trip to the site and other place out of the “normal” space, we collected series of moments that we think check the box of a heterotopia space or moment. We archived them in hope that they will reveal our way of perceiving the relationships between the “other” space and the “normal” space, as well as how these spaces affect and create different relationship between people and their environment, and among people.

Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions
MODULE: METAVERSE 06 Site Studies Heterotopia Spaces on Site and Analysis
Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions MODULE: METAVERSE 06 Site Studies Heterotopia Spaces on Site and Analysis
MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 07 CATALOGUE OF THE INTEGRATION MirrorFugue transcend and archive memories Pinwheels spin “wind of bits,” representing an invisible flow of digital information such as network traffic, embodied as physical movement within architectural spaces. ambientROOM: Integrating Ambient Media with Architectural Space SPATA: Spatio-Tangible Tools for Fabrication-Aware Design Clear Board Synchronized drawing board allow one to see and communicate with the other collaborator Urp’s physical building models Sensetable, users can directly model and manipulate network topologies, control node and link simulation parameters, and simultaneously see simulation results projected onto the table in real-time. Image from course slide from Professor Hiroshi Ishii, MAS. 834 Tangible Interface at MIT Media Lab. 07 Catalogue of the Integration collection of projects and ideas on integrating physical and virtual environments
MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 08 DESIGN FOCUS
08 Design Focus and body intervention
AND BODY INTERVENTION
Micha Ullman, The Empty Library, 1995, Berlin, Germany.

Design Question

People suffer from digital addiction usually lack of emotional connection with the real world and people. But the positive impact of this emotional connection through meaningful interaction in real world is not always replicated or substituded by using digital platforms.

How might we design environment that caters to meaningful interaction so that the physical space becomes the emotional anchor that battles with the temptation of digital platforms?

[Excerpt]

What Are Meaningful Social Interactions in Today’s Media Landscape?

A Cross-Cultural Survey

by Eden Litt, Siyan Zhao, Robert Kraut, and Moira Burke

Litt, E., Zhao, S., Kraut, R., & Burke, M. (2020). What Are Meaningful Social Interactions in Today’s Media Landscape? A Cross-Cultural Survey. Social Media + Society, 6(3). https://doi.org/10.1177/2056305120942888

[...]Meaningful interactions are social interactions that are of higher quality (Gonzales, 2014, p. 197) and deeply subjective, serving as the foundation for our strongest relationships (Barnes & Duck, 1994). Researchers over several decades have consistently linked these types of interactions to important life outcomes and health benefits (e.g., Shor et al., 2012, 2013; Shor & Roelfs, 2013).

[...]

Social interactions are more than just social behaviors that people enjoy; they can shape important life outcomes such as how quickly people heal and how long they live (Anderson et al., 2011; Baumeister & Leary, 1995; Brubaker et al., 2012; Cohen, 2004; Cooper et al., 1992; Echterhoff et al., 2009; Gomillion et al., 2016; Holt-Lunstad et al., 2015; Levine & Higgins, 2001; Pinel et al., 2006; Thoits, 2011; Wheatley et al., 2012). Social interactions also create a sense of “interdependence” (Kelley & Thibaut, 1978) and allow for the exchange of memories, resources, and traits, ultimately expanding and merging people’s identities and creating cohesion (Aron & Aron, 1986; Shteynberg, 2015).

[...]

People’s social interaction descriptions and rationales for why they classified them as meaningful or not typically discussed the following three themes: people (who was involved), activities (the experiences/ topics/events involved), and impact (what resulted because of the interaction).

[...]

However, people rarely classified an interaction as meaningful or not meaningful solely because of the topic or person alone. For example, in only a handful of cases did people say the interaction was meaningful, “Because of who it was with” or “Because got to spend it with my best friend.” In other words, people were more likely to use people and activities as descriptors and contributors, and these were more common in meaningful social interactions than nonmeaningful ones, but they did not seem to differentiate or be at the core of what actually made an interaction meaningful.

So then what made an interaction meaningful?

The grounded theory approach revealed that the

attribution of meaningfulness was most likely to be tied with the third major theme identified, the impact generated from the interaction. It was not just the people or the topic that made the interaction meaningful, but what resulted with the people or the activity. For example, rather than an interaction being meaningful because it was with someone’s parent or during a major life event, the interaction was meaningful because there was impact. For example, it brought them “closer” with that person or because that person “taught” them or because they were able to “help” that person out.

In about two-thirds of the meaningful social interactions, people described its impact. The impact contributed to something beyond the immediate interaction itself. The impact could be big or small, planned in advance or spontaneous, but it benefited the respondent or another person in the interaction or both. It was typically in the form of positive emotions or information, and sometimes something more tangible.

[...]

Meaningful social interactions are interactions that people believe enhance their lives, the lives of their interaction partners, or their relationships, with emotional, informational, or tangible impact.

[...]

While people rarely used the word “support” when describing their interactions in this study, the results suggest the importance that social support, even if it is “invisible,” plays in what makes an interaction worthy (Bolger et al., 2000). While social interactions are needed to strengthen relationships and build community (Argyle et al., 1985; Roloff & Berger, 1982; Thoits, 2011), and all relationship types have the potential to convey social support (N. Lin et al., 2006; Wellman & Wortley, 1990), the present research strongly suggests that the exchange of social support and micro-impacts they have on people’s lives is a key outcome that makes interactions valuable.

[...]Similarly, this research found a variety of activities were linked with meaningfulness regardless of

whether they were with strong or weak ties, and this may have been because activities could have provided material to bond over and make memories together; additionally, activities may have served as justification to spend more time together leaving more opportunity for information and emotions to exchange. For weak ties, activities could have served as ice breakers. Activities may also have boosted people’s well-being in the moment (Offer, 2013; Reis et al., 2000), leading them to appreciate the interaction more during the survey.

While factors like the people and activities involved in an interaction were linked with meaningfulness in both the open-ended verbal descriptions, and the closeended, quantitative data, other potential facilitators like synchronicity, planning, and memorializing were only visible from the quantitative analysis. One explanation of this discrepancy is that the verbal descriptions may reflect people’s beliefs of what makes an interaction meaningful, and people may not have been conscious of the impact that other attributes had on their evaluations of the interactions. For example, some people may not have been aware of the “amplification effect” (Boothby et al., 2014; Martin et al., 2015; Reis et al., 2010, 2017; Shteynberg, Hirsh, Apfelbaum, et al., 2014; Shteynberg, Hirsh, Galinsky, et al., 2014) that people can experience when engaged in activities synchronously. The difference in qualitative and quantitative research may also have been the result of the cross-sectional nature of this study, which makes it difficult to distinguish between interaction attributes causing meaningfulness versus reverse causation and feedback loops. For example, people may have memorialized their most meaningful social interactions because they wanted to cherish a memory; however, photo-taking may also have caused people to engage in the interaction more (Diehl et al., 2016) or it may have been that documenting and sharing a social interaction may have made an already meaningful occasion more meaningful as it may have initiated some of the wellbeing effects of reminiscing (Bazzini et al., 2007; Bryant et al., 2005; Lyubomksky et al., 2005; Strack et al., 1985) [...]

The life cycle of a social interaction.

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 08 Design Focus and body intervention

Reimagine Architectural Elements as Interactive Instruments

[Enhanced or Augmented by Metaver Technologies]

Iteration 01

Iteration 03

Iteration 02

Journey Map of Player One

MODULE: METAVERSE Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions 08 Design Focus and body intervention
Community-Owned Metaverse: solution to addiction a collection on metaverse, built environment, and addictions

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