Spatial Experience in Metaverse Exhibitions: A Comparative Analysis of Reality-Based and Virtuality-Based Design Approaches
Spatial Experience in Metaverse Exhibitions: A Comparative Analysis of Reality-Based and Virtuality-Based Design Approaches
A THESIS SUBMITTED TO
OF BILKENT UNIVERSITY
THE DEGREE OF
MASTER OF SCIENCE
IN
ARCHITECTURE
By
Zeynep Uzun
July 2024
SPATIAL EXPERIENCE IN METAVERSE EXHIBITIONS:
By Zeynep Uzun
July 2024
We certify that we have read this thesis and that in our opinion it is fully adequate, in
_______________________________________________
_______________________________________________
Aktan Acar
_____________________________________________
Giorgio Gasco
_____________________________________________
Orhan Arıkan
i
ABSTRACT
Zeynep Uzun
M.S. in Architecture
July 2024
This thesis aims to find out how these two different approaches in metaverse
environment’s designs impact spatial experience of the users. By concentrating on two
different exhibition spaces in metaverses, the effect of architectural design approaches
on spatial experience is intended to be find out. Within this framework, an
experimental study was conducted with 118 architectural design students. The spatial
experience was analysed through the Questionnaire on Spatial experience in exhibition
environments with 6 subcategories (presence, immersion, engagement, flow,
judgement, and wayfinding) through a 5-point Likert Scale. As a result of the research,
the participants who experienced the RB environment felt significantly more present
than those who experienced the VB environment. The result aid in comprehending the
impact of design on spatial experience by providing insights from the perspectives of
architecture, art, and spatial experience. Future research may validate and expand upon
these discoveries in a more comprehensive framework through the utilisation of spaces
featuring diverse design methodologies, and in collaboration with individuals from
other disciplines.
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ÖZET
Zeynep Uzun
Temmuz 2024
Teknolojik gelişmeler, insan deneyimi için alternatif bir ortam sağlayan metaverse
kavramının hayata geçirilmesine ön ayak olmuştur. Bu dijital ortamda, bazı mimari
tasarımlar adaptasyon yoluyla gerçekliğin sınırlarını aşarken, bazı mekanlar fiziksel
alanı taklit etmeye bağlı kalmaktadır. Sonuç olarak, metaverse'de iki tasarım yaklaşımı
ortaya çıkmıştır: gerçek hayattaki mimarinin düzenlemelerini taklit eden gerçeklik
temelli (GT) ve sanal ortamların esnekliğinden yararlanan sanallık temelli (ST).
Tasarıma yönelik bu farklı yaklaşımların mekânsal deneyim üzerindeki etkisi
araştırılmaya devam etmektedir.
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To Suzan Ulucenk, my dearest
grandma, and Feriha Uzun, my
beloved grand aunt
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ACKNOWLEDGEMENTS
I would like to begin to express my eternal gratitude to my advisor Dr. Burcu Şenyapılı
Özcan for their endless support. With her guidance and belief, I was able to complete
this study. I would also like to sincerely thank to the examining committee members
Giorgio Gasco and Aktan Acar for their contribution and time. I would like to thank
the 130 architecture students of Bilkent University who participated and contributed
their valuable time. Additionally, I am grateful to all my friends and professors who
provided assistance and support throughout this process. Above all, I would like to
extend my deepest gratitude to my family; Leman Uzun, Refik Uzun, and Murat Uzun
for their endless love and belief in me throughout my life. With their support and
presence, everything has been possible. Finally, I would love to dedicate this thesis for
the two most important women figures in my life; Feriha Uzun, and Suzan Ulucenk;
To Feriha Uzun, my beloved grand aunt and the wisest person I know, thank you for
showing me that women are capable of achieving whatever they set their minds to.
Your lectures, which you gave to me when I was young, and your life itself are
To Suzan Ulucenk, Suzi, my dear grandmother, my eternal source of joy, thank you
for expressing me that there is always a reason to smile. You have also found a way
to brighten the world around you. With your warmth and wisdom, you have filled my
life with light and made me see the beauty in every moment.
Thank you both for your endless support, and love. The courage, wisdom, hope and
comfort you both bring in my life will forever remain as a part of who I am.
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TABLE OF CONTENTS
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- Presence, Engagement, Immersion Subscales: ................................................ 60
Metaverse Experiences....................................................................................... 75
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Analysis of Open-ended Questions: Question 3 .................................... 96
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LIST OF TABLES
Table 4.1: The List of Selected Exhibition Spaces Within Metaverses and Their
Features ...................................................................................................................... 50
Table 4.2: A Matrix System for the RB and VB Features of Exhibition Spaces Within
Metaverses.................................................................................................................. 55
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Table 5.8: The Normality Distribution Results of Virtual Exhibition Space Scale by
Group ......................................................................................................................... 73
Table 5.9: Independent Sample t Test Result of Virtual Exhibition Space Scale by
Group ......................................................................................................................... 74
Experience) ................................................................................................................ 75
Experience) ................................................................................................................ 76
Exhibition Experience)............................................................................................... 77
Exhibition Experience)............................................................................................... 78
Group ......................................................................................................................... 81
Table 5.16: The Pearson Correlation Test Results of Virtual Exhibition Space Scale
Table 5.17: The Pearson Correlation Test Results of Virtual Exhibition Space Scale
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Table 5.22: Contextual Analysis of VB group Open-ended Question 1 .................... 90
Table 6.1: Quotations from Open-ended Questions about Spatial Experience ........ 107
Table 6.2: Quotations from Open-ended Questions about Architecture .................. 110
Table 6.3: Quotations from Open-ended Questions about Art ................................ 113
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LIST OF FIGURES
Figure 2.4: Different Styles of Metaverses, Empowered by Web2.0 and Web3.0 ... 15
Figure 3.7: Everydays: The First 5000 Days by Mike Winkelmann ........................ 34
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Figure 3.11: The Story of Forest ............................................................................... 37
Figure 4.3: Photos from Session 6 (top row), Session 2 (bottom left), Session 7
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LIST OF ABBREVIATIONS
2D Two Dimensional
3D Three Dimensional
AR Augmented Reality
RB Reality-based
VB Virtuality-based
VR Virtual Reality
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CHAPTER 1
INTRODUCTION
environments have reached a whole new level, and almost like in Neal Stephenson's
Snow Crash novel (1992), the concept of the "metaverse" is turning into reality. In
Stephenson's metaverse, users can engage through avatars, create their own houses,
attend events, explore museums, and buy digital assets tailored for utilization. The
Although the term "metaverse" is commonly associated with a single concept, there
and The Sandbox. Each of them distinguishes themselves through their unique user
experiences, aesthetics, and economies. For example, Roblox and The Sandbox
provide users with gamified experiences via their low-poly, pixel environments,
whereas Decentraland provides players with the freedom to explore an open map and
attend events. Despite the apparent diversity among the platforms, their creation is
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Exhibition spaces in the metaverse are such examples, which redefine the artworks as
NFTs. Such implementations support the appeal to wider audiences without regard to
time or location (Marty, 2011). As Ortaç (2021) states, virtual spaces allow displaying
physically.
However, while virtual spaces, especially metaverses, offer flexibility in what one can
environments, the current state of design approaches for these spaces doesn't fully
to using the virtual environment's limitlessness as a catalyst for being creative. Also,
according to Novak (1991), these environments are visionary habitats, which allow
replicate the architectural style of the physical realm, while a few test the limits of
virtual space.
under two titles: reality-based environments (RB), which represent the real world
which refer to a surreal environment with low representational fidelity (Chung et al.,
2024). The objective of this thesis is to determine how these two attitudes in design
impacts the users’ spatial experience in metaverse exhibitions. Within this framework,
the thesis focuses on exploring the concept of the metaverse, exhibition spaces, and
the increasingly varied experiences of art as technology develops. It also explores the
use of NFTs in both the physical realm and metaverses, the implementation of the RB
2
and VB approaches to exhibition spaces within metaverses, and the correlation
Problem Statement
For many years, the technology behind virtual environments had a gradual growth that
environments does not fully respond to the technology behind them, and most of the
underutilizing the limitlessness of virtuality. There are some studies that discuss the
issue of virtual reality and real-life architecture (Moneta, 2020; Horne & Thompson,
2008), but they do not investigate the impact of applying a realistic design approach
to the virtual world and how it effects the spatial experience of users.
There is a recent study by Chung et al. (2024) that aims to analyse the effect of different
design styles, the RB and VB, in terms of presence and enjoyment in virtual reality
exhibitions. In this study, VB design styles are defined as a surreal, abstract space
without any boundaries. However, there is still a research gap that focuses on the
spatial experience from a broader perspective, looking at diverse subscales rather than
focusing on two subscales and comparing the RB and VB environments. Also, there is
still room for focusing on the metaverse environments and investigating the potential
of art within the metaverses. This thesis specifically focuses on the experiences of
young architects, who are the potential future designers of such environments. The
especially metaverses.
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Aim and Scope of The Thesis
This thesis aims to reveal the effects of exhibition space designs in the metaverse on
the spatial experiences of, especially, younger generations. Within this conception, an
([Link]
that is free of physical building characteristics (i.e., VB). These two exhibition settings,
while not entirely comprehensive like real-life exhibition spaces, provide a distinct
viewpoint on exhibition and redefine them in the metaverse. The participants of the
Architecture, who are in the second, third, and fourth grades and are graduate students.
The participating students were divided into two groups, and each group experienced
one of the exhibition spaces and responded to the questionnaire regarding their spatial
experience in the environment. The experiment was carried out on the personal
computers of students during their scheduled studio hours. After providing their
demographic information via the Google Forms link, respondents were then redirected
to the designated exhibition space in the metaverse. After they completed touring the
exhibition space, they responded to 32 items on a five-point Likert scale and 3 open-
ended inquiries.
With this experiment, this thesis aims to discuss the effects of different architectural
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engagement, immersive, flow, judgement, and wayfinding subscales. Frequency and
correlation analysis), and reliability analysis (Cronbach's alpha) were applied, and the
results of the questionnaire were analysed by SPSS software. In addition, the answers
to open-ended questions were analysed with the Voyant tool. This free web-based tool
operates a range of text analysis functions, including summary, circus, correlation, and
expected that this thesis can respond to the following research questions:
metaverses?
When designing spaces in the metaverse in the future, should designers adopt
a design approach that closely follows the principles of the physical realm, or
This thesis consists of five chapters. The chapters are arranged, respectively, as
follows: The first chapter states the problem, aim, and structure of this thesis. The
second chapter defines the concept of the metaverse, discusses its evolution both
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following chapter highlights the museum and exhibition spaces by discussing their
spaces, and spatial experience in virtual environments are presented. The fourth
Experience in Exhibition Spaces within the Metaverse. This chapter explores several
subjects, including the matrix system that outlines the selection criteria for selecting
Chapter Five, the findings regarding the spatial experiences in RB and VB exhibitions
within metaverses are discussed. The Sixth Chapter discusses the results of this study
within three subtitles: spatial experience, architecture, and art, and states the
suggestions for further studies. Finally, the thesis concludes with references and
appendices.
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CHAPTER 2
METAVERSE ENVIRONMENTS
that redefines human interaction and activities in virtual environments and digital
blockchain, assist in the creation of the notion of the metaverse as a parallel universe
The concept of the metaverse is first mentioned in Neal Stephson’s book Snow Crash
(1992). The book envisions the metaverse as an alternative world where individuals
redefine their identities as avatars, cultivate relationships with others, and engage in
social activities. In the book, the metaverse also embodies the vision of exceeding the
limits of the physical world and blurring the boundary between physical and virtual
realities (Stephson, 1992). However, a more comprehensive definition of the term has
As in the book, the metaverse is introduced as an environment where people can meet
with their friends online, attend virtual events, and engage in collaborative work with
their colleagues (Lee et al., 2022). The definition of the metaverse remains unsettled,
7
with researchers expressing multiple perspectives on the concept. For instance,
and cultural activities. It is widely used in the sense of a virtual world based on daily
life where both the real and the unreal coexist." (p.3)
Yang et al. (2023) define the metaverse concept as a hybrid world that encompasses
both physical and virtual realms, surpassing the physical realm's boundaries and
created by merging the terms meta (beyond) and verse (universe abbreviation). Also,
Lee (2021) state that the word "metaverse" highlights the vision of a shared,
immersive, unified realm at its core. Despite variations in defining the notion of the
metaverse, Lee, et al. (2022) suggest that it is a unique space that blends virtual
The advent of the metaverse opened a different door in many disciplines, such as
economics, architecture, and art, through its advanced technology and infrastructure.
reality glasses, augmented reality, touchscreens, and controllers, substantiate the era
of the metaverse, which is a blend of two realities and relies on the disappearance of
the boundary between them (Ball, 2022). The evolution of the metaverse represents an
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intricate and diverse process of creation that comprises several layers. Therefore, it
As Yuang et al. (2023) state, the evolution of the metaverse started with the conception
forming period. Before the idea was transformed into an actual encounter, it underwent
as the primary term for literature and films. Then these conceptualizations were
amplified with technology into virtual worlds and then into the metaverse.
The term “cyberspace” was introduced and became popular with the release of the
“Consensual hallucination that felt and looked like a physical space but actually was
networks and the internet. It involves digital networks and systems that are connected,
games that enable users to have a text-based interaction with their specific roles inside
the context. They were first introduced in 1985 and provided the groundwork for social
interactions through gaming. (Ball, 2022; Lee, 2021). With the introduction of the
Neuromancer. In this game, players can depict virtual environments and avatars in a
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2D pixelated format (Ball, 2022). As Ball (2022) mentions, during the ’90s, users
started to experience the premature 3D worlds (known as 2.5D virtual worlds), which
commonly allowed them to interact with other users and enabled them to experience
the environments through the movement along two axes. Then, the first 3D virtual
environment game, Active Worlds, was launched. In this game, people create their
avatars and build their worlds collaboratively in real-time, with the support of web-
based chat with their friends (Ball, 2023; Wikipedia contributors, 2023). In the late
90s, many other 3D games were launched, such as Tomb Raider and EverQuest, which
and environments (Lee et al., 2022). The experience within these environments laid
mentioned by Yuang et al. (2023). In this period, 3D virtual environments and virtual
reality (VR) technologies evolved. The popular multiplayer virtual platform, Second
Life, made its debut in 2003. It is defined as an early attempt at creating a metaverse
where users do not have any specific objective other than experiencing the
environment through using their avatars, constructing their properties, buying assets
(using the game currency, Linden dollars), and attending events. (Lee et al., 2022;
Sparkes, 2021) (Figure 2.1). Soon after it was released, real-life corporations
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Figure 2.1: Second Life (Source: [Link]
spiritual-sequel)
The emergence of Second Life was followed by Roblox in 2006, which is defined as
a precursor to the metaverse since users interacted online with others by creating their
avatars in 2006 (Yang et al., 2023). Minecraft emerged as another platform that
functions similarly to Roblox and can be considered an early version of the metaverse.
These two platforms differ from Second Life in terms of their technology and user-
friendliness, with a specific focus on children and teenage users (Ball, 2022). After
thirteen years, the popularity of Roblox reached another level, with over 100 million
monthly active users (San Matteo, 2019). In addition, another well-known metaverse
platform, Fortnite, is known to have over 45 million players around the globe (Yang
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During the early 2000s, the advent of augmented reality (AR) and virtual reality (VR)
headsets, including Google Glass and Meta Oculus, provided users with the
Metaverse’s formation accelerated in the 2000s. This was a period when metaverse
platforms and technology reached more people and attracted more attention (Damar,
2021). With COVID-19, which led to a worldwide lockdown in March 2020, people's
offline social activities were restricted, and therefore interest in virtual worlds grew
(Dwivedi et al., 2022). During the lockdown, the blockchain technology that forms the
popularity (Yang, et al., 2023). At the same time, Roblox, which went public in the
US in 2021, started to attract more attention. Facebook, one of the big ventures, has
also drawn attention to this concept by changing its name to "meta" (Yang et al., 2023).
Developments support the shift of the metaverse from a concept that is introduced in
a novel to an alternative world. According to Ball (2022), the metaverse has gained
significant prominence among consumers with its technology, from MUDs to Fortnite.
implemented in a more immersive and interactive way to the metaverse (Yang et al.,
2023).
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Technological Advancements Behind Metaverse
Metaverses are digital environments that are created through the implementation of
security, and the seamless capability to create and exchange digital content. In addition
to these technological advancements, there are features that elevates the experience in
integrations.
metaverse platforms. The first VR headset was introduced by the Japanese company
Sega in 1993 to provide a synthetic view (Lee et al., 2022). With their ongoing
alternative world, and feeling immersed in this virtual world may leverage the
experience. Various metaverse platforms support VR, like Horizon Worlds, Spatial io,
and VRChat. However, the support of VR headsets requires specific hardware, and
several metaverses are unable to implement this technology, such as Decentraland and
Voxels.
Another important feature of the metaverse is its real-time rendering capacity, which
affects the experience. In the absence of real-time rendering, the experience of the
users would be constrained to the pre-rendered images that are depicted in a sequence
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(Ball, 2022). With this feature, users can have a fluent experience with infinite choices
(Ball, 2022). As Yang et al. (2022) suggest, high-quality and real-time rendering
virtual worlds.
Moreover, virtual worlds offer users the chance to define their identity as avatars. In
metaverses, the interpretation and designs of avatars are evolved. As Dwivedi et al.
twin within the metaverse. Also, Lee et al. (2021) suggest that avatars serve as digital
representations of users that communicate with other avatars (users) and with non-
player characters. The virtual worlds allow users to have multiple personas and
identities (Park & Kim, 2022). Various metaverse platforms are offering diverse
advancements for the creation of avatars so that users can redefine their personas,
genders, and appearances with the assistance of virtual world tools. For instance, in
VR chat, users are enabled to scan their faces, and the system automatically generates
an avatar that looks like their real-life appearance (Lee et al., 2021; Figure 2.3).
However, in Spatial IO, users design their avatars within the options among those the
platform offers.
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Web 3.0
Web 3.0, also known as the third-generation Internet, evolved from Web 1.0 and Web
2.0 (Yang et al., 2023). Web 1.0, which was introduced around the 1990s, enabled
“readable” or “read-only” files and offered websites that could be accessed via
desktops only (Yang et al., 2023). Web 2.0 created a shift from “readable” to “readable
and writable” with the arrival of blogs, Twitter, and WeChat that provide a platform
for users to generate their content and interact with other users within the platforms.
These platforms are controlled by big tech companies such as Google, Meta, and
Amazon (Gilbert, 2022). Web 3.0, on the other hand, offers the ownership feature,
which enables users to possess authority over the content data and accelerates the
Figure 2.4 by Yang et al. (2023) shows, there are Web 2.0-based closed metaverses
that are overseen by a centralised authority and also Web 3.0-enabled metaverses that
operate on a decentralised system with their own blockchains. While all of these
metaverse platforms share the goal of creating a 3D virtual environment and providing
Figure 2.4: Different styles of metaverses, empowered by Web2.0 and Web3.0 (Source: Yang et al.,
2023)
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Blockchain Technology
Metaverse merges the physical and digital worlds and enhances the experiences and
interactions within them. According to Ball (2022), people’s interests, leisure time,
work, and social connections can be transferred to metaverse environments since they
offer a parallel world of existence in every aspect of life, including the economy.
essential for ensuring the security and transparency of this digital realm's economy and
data. It enables the virtual world to establish its own decentralized economy system,
enabling users to own digital assets in the form of both non-fungible tokens, which
define a unique digital asset, and fungible tokens, which refer to interchangeable
assets, for financial transactions to enhance the user experience (Gilbert, 2022).
Blockchain and cryptocurrencies are the main elements that enable this financial
In this system, each user has a unique wallet ID, and the transactions are stored on the
network as "blockchain," whereas they are recorded in central banks in the physical
realm. This blockchain system is decentralised since it consists of many blocks that
govern each transfer, in contrast to the real-life scenario where there is only one central
information (The Economist Group Limited, 2021; Lee et al., 2022). The blockchain
generates a block for each transfer, generating data from users, and connects these
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blocks to the preceding block in chronological order (Yang et al., 2023). Each user is
defined as a node on the blockchain, and once it is linked, every node retains a
comprehensive record of the data saved on the blockchain. If any error happens on the
chain, millions of other nodes can reference and rectify the issue (Lee et al., 2022;
Yang et al., 2023) (Figure 2.5). Since there are thousands of nodes around the globe,
Economist Group Limited, 2021). Thus, the system is secure as it is decentralised, not
under the authority of a single entity like a firm or a bank but rather governed by
multiple centers. Users can use this technology easily without worrying about hidden
fees or sharing individual data; all transaction processes happen transparently (Ball,
2022).
Figure 2.5: Illustration of a transaction by the blockchain technology (Source: Gadekallu et al., 2022)
immutability, ensuring the storage of all data without deletion or undoing; and third,
transparency, enabling the public to track all transactions. Additionally, the main
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element of this system, wallets, enables users to access blocks and transfer cryptos.
(Gilbert, 2022)
One of these blockchains, Bitcoin, known as the first digital coin, is a digital current
proposed in 2009 (Lee et al., 2012). It was introduced in an article called “Bitcoin: A
mining network and software platform following the creation of the Bitcoin blockchain
foundation for the creation of other cryptocurrencies (Gilbert, 2022). The ERC-20
serves as the foundational framework for the extensive range of tokens developed on
the Ethereum platform, including coins like SAND and MANA (Gadekallu et al.,
2022).
The advanced blockchain provides users with not only a token to use, as in the Bitcoin
blockchain, but also a base for developing decentralized apps. With the Solidity
programming language, users are enabled to build without permission and trustless
apps (Cai, et al., 2018). These apps, referred to as "decentralized apps" (Dapps), can
utilize their tokens, akin to cryptocurrencies (Ball, 2022), and function independently
on the blockchain system, free from central authority control. This technology is
allows users to purchase and own properties, like land and homes, and immerse
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Non-Fungible Tokens (NFT)
Non-fungible tokens (NFT) represent unique assets that cannot be modified. In recent
The main feature that differentiates non-fungible tokens from fungible tokens, such as
Bitcoin, is their uniqueness. In fungible tokens, users can purchase fractions as tiny as
0.1, while the lowest unit available for purchase is 1 with non-fungible tokens, as it
These tokens establish an innovative space of practice for blockchain technology with
their creative content that answers the needs of users, creators, and collectors with
digital objects as a form of assets/video/ images, etc. (Cheng et al., 2022). NFTs are
particular indications on the blockchain that have a link with a digital asset, and their
Even though any person can download a copy of that NFT file as a digital asset format,
it does not represent the ownership of the token since its ownership can be proved with
the smart contracts (Cheng et al., 2022). Smart contracts are the main innovation that
executed, and the conditions of the contract between the buyer and seller are encoded
inside the logical structure of the code (Yang, et al. 2023) In other words, the rules of
smart contracts are stored in blockchain and establishes an ecosystem that fulfill the
As Murray (2021) states, NFTs are digital or physical assets that can be a game asset,
a video, clothes, painting, etc. that utilizes blockchain technology for ownership. As
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an example, the ownership of an object, like an artwork, in the physical realm can also
be defined with a file in the form of NFT (Murray,2021). However, since NFTs are
With the establishment of Blockchain technology, and the introduction of Bitcoin, the
houses, such as Christie’s and Sotheby’s along with other galleries encourage the
familiarity of NFTs especially in the art industry (We Are Museums, 2023).
Various metaverse platforms are shaped around the same concept and utilise similar
maintains its uniqueness. As the transition phase from Web 2.0 to Web 3.0 progresses,
the features of each platform differ based on their web capacities. Roblox, Fortnite,
and Second Life are examples of Web 2.0 metaverse platforms that act as forerunners
simulated environment that allows users to experience the world through their avatars.
The virtual currency used is Linden Dollars, which can be exchanged for US dollars,
where users can meet, play games, create their own locations, and trade assets with
one another.
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Roblox is another widely recognised platform where players create their experiences
within virtual worlds. On this platform, individuals have the opportunity to meet with
their assets. Based on the 2021 statistics, Roblox had monthly users of around 150
million individuals, with 40 million users engaging in the platform on a daily basis
(Lee, 2021).
On the other hand, the typical Web 3.0 metaverses that allow ownership are
Decentraland, The Sandbox, and Voxels. Each of them offers unique experiences with
the shared aim of creating a virtual world that has decentralised, user-created content
operates on the Ethereum blockchain and enables users to experience the world and
monetize economic assets (Gadekallu et al., 2022). On the platform, users can see the
upcoming events or attend the current events, ranging from art exhibitions to music to
fashion events (Figure 2.6). Decentraland presents a virtual world that is partitioned
into parcels. Users can trade these parcels as NFTs, and by purchasing a parcel, they
can customise their own experiences. Additionally, when a player visits a parcel, they
may observe both the neighbouring parcel and the activity taking place there. Users
must link their Ethereum digital wallets to trade NFTs, as the platform operates on the
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The Sandbox is another example of a user-generated and Ethereum blockchain-based
(using SAND coin for monetized activities) metaverse platform (Gadekallu et al.,
2022). Basically, this platform allows players to design digital assets as NFTs and
upload them to the marketplace or integrate them into the games (Figure 2.7). Similar
to Decentraland, individuals can trade lands as NFTs and create their own experiences
upon purchase (Figure 2.8). It was launched in 2021 and attracts almost 30,000
monthly active users now (Weinberger & Gross, 2023). The unique feature that
distinguishes The Sandbox from other metaverse platforms is the play to earn (P2E)
specialty, which allows users to earn SAND coins by completing the game's quests.
Also, it has a voxelated style in terms of graphics. It cannot be reached via the web but
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Voxels, formerly known as Cryptovoxels, is another metaverse where parcels can be
traded on the Ethereum blockchain, while assets of avatars are in the Polygon
blockchain as NFTs. In 2022, it is reported that there are 7355 land parcels on the
Ethereum blockchain (Dappradar, 2023) (Figure 2.9; Figure 2.10). Voxels bears a
similarity to Decentraland in that it allows users to interact with nearby parcels. On the
platform, avatars can also interact via messages. This metaverse’s focus is more on
Spatial io is another metaverse platform, where users can attend to events and play
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or game inside the platform. It provides pre-designed environment templates and
empty places to upload new models (Figure 2.11). The platform is accessible through
web browsers, mobile devices, and VR glasses. The platform offers games, art
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CHAPTER 3
Exhibitions and museums are the areas where artistic expressions are encountered by
audiences. These spaces enable audiences to acquire knowledge and experience about
various fields such as art, history, and science. The exhibited materials range from
exhibited materials, the architectural design of these spaces is another factor that
impacts the experience inside of these spaces (Chung et al., 2024). As Schorch (2014)
stated, the visitor experience has a relationship with the physical context of the space,
play a crucial role in providing information in a narrative context that can be permanent
or temporarily allocated in a museum space. The word "museum" comes from the
Greek word "mouseion," which originally refers to a temple dedicated to the Muses,
the goddesses of art and science (Tzortzki, 2016). Over time, the concept expanded to
include institutions that store collections used for recreational and educational
25
residences to invitees, scholars, and experts. Among the other Renaissance palaces that
are used to display the collections, Palazzo Medici in Florence (around 1440) was
defined as the first museum in Europe (Greenhill, 1992). In the late 17th century, the
the palaces (Manssour & Morsi, 2018). After the World Wars, the approach to
museums changed. In the 20th century, the rise of architectural pioneers and schools
(Greenhill, 1992).
and layouts (Figure 3.1) and reinterpret them by developing a new approach, such as
Frank Lloyd Wright’s Guggenheim Museum (Figure 3.2) (Tzortzki, 2016). As time
26
Figure 3.2: Guggenheim Museum's Atrium (Source: [Link]
Furthermore, even though the content, the way of displaying the materials, and the
architecture of the exhibition spaces in the museums have all undergone changes, the
primary goal of facilitating social interaction remains. Flame (2013) asserts that
museums do not prioritize any particular belief; instead, they present various aspects
those who are different from them. Museums offer a space for people to express
themselves and broaden their perspectives with their participation (Wollentz &
and disconnection from society by engaging in social activities (Christidou & Hansen
2015).
heritage. Open to the public, accessible, and inclusive, museums foster diversity and
sustainability. They operate and communicate ethically, professionally and with the
27
Architecture of Exhibitions
entrances, and giant iron gates that may overwhelm visitors (Flame, 2013) (Figure 3.3).
reveals an authoritarian protection over the spaces that guard intellectualism and
knowledge, characterised by cordoned routes, glass cases, security guards, and "do not
touch" labels (Johnson, 2019). Tzortzki (2016) asserts that the current state of museum
(2004), which breaks conventional approaches aesthetically, and its plan does not
evolve the sequence of rooms nor a conventional square plan (Figure 3.4; Figure 3.5).
28
Figure 3.4: Guggenheim Bilboa (Source: [Link]
by-frank-gehry-a-symphony-of-shapes/)
spaces. As Tröndle and Tschacher (2012) state, artworks create their own space that
affects the visitor’s perception and spatial experience. Artworks become an integrated
element of architecture and cannot be isolated (Tzortzi, 2016). Museum displays and
sequence that aligns with the curatorial message of the exhibition (Tröndle et al.,
2014).
29
Spatial arrangement with the architectural elements in the exhibitions plays a crucial
role in shaping both the experience and effectively showcasing the artworks. As Self
(2014) states, architectural elements and the layout of the space guide visitors to have
an experience in a narrated atmosphere that may affect their appreciation for art and
history. The architecture in museums and exhibition spaces provides new definitions
for the narratives within them, thereby nourishing them. (Burke et al., 2020)
The circulation path establishes a thematic relation between the content of the spatial
arrangement (Psarra, 2005). In the exhibition spaces, the circulation path is shaped by
the architecture and layout of the spaces. The organisation pattern that links the spaces
can be linear, radial, network, or other forms, assisting visitors’s orientation and
movement in the museums, and these paths can operate as an integrated element to the
spaces or additional circulation corridors (Hsu, 2004). According to Hsu (2004), the
relation between the circulation paths and spaces can be in three ways: the circulation
paths, or corridors, can be open to the gallery spaces, pass through the space, or
terminate the space and operate as a way to the final destination. Black (2005) and
Tzortzki (2016) define exhibition layouts in two forms: the first is sequential
exhibitions that allow visitors to experience exhibitions in an order, and the second is
organised as discovery lines that enable them to move independently without any
specific path and many entry points. Additionally, Zang and Zhou (1998) stated that
there are four types of spatial regulations in exhibitions (Figure 3.6). The rooms can
be allocated as in the tandem type, which allows visitors to move in a specific order,
while the radial type provides flexibility. However, these flexible spatial organisations
may also cause overlapping visitor routes and noise (Zang and Zhou, 1998). In addition
to spatial layout, wayfinding aids, signs, and maps are the design elements that impact
the visitor’s orientation, their position, and their spatial awareness (Chiu, et al., 2000).
30
Also, Tzortzki (2016) refers to the Lynchean urban concept of districts, edges, and
mentions that districts resemble each section or room in the building that can be
noticed by the visitor during their visit. Also, edges are the boundaries that distinguish
each area from others, and landmarks are the visual elements that assist visitors in
orienting themselves (Tzortzki, 2016). Although the architecture dictates the artworks
inside of the constructed space, each viewer has their unique relationship with artworks
Figure 3.6: Types of spatial combination (Source: Zang and Zhou, 1998)
Furthermore, architectural design influences the overall spatial experience within these
areas while also mirroring the intended functions of those areas (Self, 2014). As stated
by Bayer (1961), architectural elements, which are fundamental components that shape
31
The Impact of Technology
entertainment (Vom Lehn & Heath, 2005). The limitations of conventional displays
Fernström & Bannon (1997) assert that transforming the artefacts from still images to
video and sound creates a more engaging experience, as opposed to showcasing them
within identical "black boxes" for a more captivating encounter. It enables a shift from
the progress of technology has led to a redefinition of the traditional roles of artists,
curators, and the presentation of artworks, creating a new world for people to
experience.
enables artists to tokenize their work by providing evidence of ownership and validity.
digital assets that combine the physical and digital art markets.
32
During the COVID-19 pandemic, individuals adapted to virtual environments due to
(concerts, exhibitions, etc.) shifted to virtual platforms. Since all the museums and art
galleries were closed, digital platforms were used to exhibit the artworks. For instance,
the Google Arts and Culture Platform enabled virtual 360-degree tours by applying
Google’s Street View Technology (Burke et al., 2020). In the meantime, metaverse
platforms offered an alternative space to experience art galleries and museums within
a 3D virtual world. They expanded the method of exhibiting by engaging users and
(formerly known as Cryptovoxels), offer an interface for exhibitions, but they rely on
land ownership. In contrast, metaverses like Spatial and Oncyber provide a more
affordable option because they allow users to create and share exhibition spaces using
templates without requiring land ownership (We Are Museums, 2023). These
and NFTs, which in turn redefines the value of artworks. (Wang et al., 2021). In other
words, people interact in virtual spaces by accepting the value of virtual assets, and
thanks to NFT collectibles, users can trade and transfer these virtual goods (Cheng et
al., 2022). Furthermore, the websites of these marketplaces showcase NFTs for visitors
to view. On the selected marketplace, the digital asset owner initiates the NFT minting
process (Guljajeve & Sola, 2023). Various markets showcase NFTs ranging from art
to music and serve as an interface for both their presentation and sale, thus acting as
real-life auction houses. Some of the marketplaces have a curated selection, such as
Art Blocks, fx(hash), and Superrare, while others do not, and their sizes also vary, such
33
Both the pandemic and the significant sales in the NFT industry contributed to the
exaggerated enthusiasm around NFTs. The sale of Beeple's work "Everydays: The
First 5000 Days" for 69.3 million at Christie's auction boosted their popularity on
Google Trends, marking the first time Christie's accepted Ethereum as a payment
(Kastrenakes, 2021) (Figure 3.7). Following this sale, there was a notable increase in
both demand for NFTs and production of NFTs (Guljajeve & Sola, 2023). There are
other noteworthy NFTs, such as NBA Top Shots by Dapper Labs, Cryptopunks, which
Pokemon-inspired NFTs called Axies, and Bored Apes, which serve as profile pictures
Figure 3.7: Everydays: The First 5000 Days by Mike Winkelmann (Source: The New York Times,
2021)
34
Figure 3.9: Bored Ape Yach Club NFT (Source: [Link]
The increase in the popularity of NFTs is created an opportunity for artists who have
opportunity for well-known artists in the art realm to expand their popularity through
digital formats as well. Marina Abramovic, for example, sold her performance video
(Guljajeve & Sola, 2023). Refik Anadol had a dynamic video mapping on Gauidi’s
Casa Battlo’s facade that was sold as a video NFT format at Christie’s New York.
The technology implementation in the museum and exhibition spaces can be defined
as adding a digital layer over the physical environment and enhancing the visitor's
experience with both tangible and digital components. As Devine & Tarr (2019) state,
the digital layer in museums is dispersed seamlessly throughout the whole museum
experience. All these digital layers work with the physical context coherently, tell a
story, and connect themes, which contribute to the visitor’s experience (Devine & Tarr,
2019).
This integration of the digital layer into the physical setting affects the visitor’s
interactions and experiences (Mason, 2020). For instance, the Native American Voices
35
exhibition in the Penn Museum integrates screens and projections into the physical
setting in order to present information about objects. On those screens, visitors acquire
the object type, date, and location and observe it from all directions by rotating the 3D
model on the screen. Also, tall screens are allocated in the exhibitions to display
interviews with the Native Americans about their problems (Mason, 2020). The
labels and offer a wide range of opportunities across multiple media types. (Vom Lehn
As Li & Huang (2023) state that immersive experiences centralize the whole
experience itself rather than each object, by creating an illusion of being inside of a
virtual world. The immersive art exhibitions enable visitors to engage with the
experience and construct a connection between the artwork and the ideas behind it (Li
& Huang, 2023). The Story of the Forest (2017) exhibition at the National Museum of
collection features flora and fauna native to the region, by the historical drawings of
36
Figure 3.11: The Story of Forest (Source: teamLab, 2023)
The digital layer in a physical setting can be experienced via augmented reality. AR
applications for smartphones work with a Global Positioning System (GPS) that
detects the location and orientation of the users with a compass and overlays new
information to the existing physical setting (Ding, 2017). Visitors can get further
information about artwork engagingly and observe details of the display. According to
detailed information instead of only relying on labels. For instance, Artlens 2.0 by the
Cleveland Museum of Art is an AR app that utilises image recognition software for
(Ding, 2017; Figure 3.12). Another example that enhances the visitor’s experience is
Revivre by the Muséum National d'Histoire Naturelle, which displays various animals
and plants that are extinct. It is equipped with AR glasses that display 3D models of
animals while a narrator tells the story of the animals and their relation to humankind
37
Figure 3.12: Artlens 2.0 (Source: [Link]
Furthermore, instead of superimposing the digital layer onto the physical environment,
the digital realm can function as a separate reality through the use of VR technology.
VR creates a more immersed experience that makes paintings more alive while
mention, VR provides a strong narrative where visitors are immersed and allows them
to time-travel in history. The Louvre Museum's Mona Lisa: Beyond the Glass is one
Lisa's painting that allows visitors to learn about the painter's techniques and the sitter's
identity (Louvre Museum, 2021), (Figure 3.14). The experience, which was presented
the latest scientific research about artistic breakthroughs via VR. This experience can
38
be accessed by downloading the app, which enables users to engage with the art even
With the NFT technology, the digital and physical layers are superimposed through
displaying NFTs on the screen in a physical realm. There are NFT art galleries that
showcase NFTs on the screens positioned around the room, such as imnotart Chicago
NFT Gallery (We Are Museums, 2023) (Figure 3.15). The world's first NFT Biennial
took place in nine different countries over a two-month period in 2023, featuring
special curation of NFTs at each location (We Are Museums, 2023).During the
biennial, the NFTs can be experienced in three different settings: screens, metaverse
galleries with VR, and the physical realm with AR (Heller, 2023), which is further
39
Artworks in Virtual Spaces
There are various virtual exhibitions in cyberspaces, including a virtual tour of the area
and a multimedia archive (Shioede & Kanoshima, 1999). These virtual exhibitions
environments that enable exploration with an avatar. They create an environment that
allows visitors to experience artefacts without any physical or time limitations (Marty,
facilitates updating the collection (Kim, 2018), and provides further information about
Art & Culture (GAC). Within the platform, users can see various museums’
collections, acquire information about artistic movements through stories, and play
games about artworks. As Vosinakis & Tsakonas (2016) state, GAC replicates the
navigation mechanisms, visitors can explore the captured spots and have a virtual tour
of the exhibition space (Vosinakis & Tsakonas, 2016). It also allows users to zoom in
and out of artefacts, move around them, and observe cracks or spots that the human
eye would miss, creating a “hyperreal” experience (Davis, 2011). In general, these
platforms facilitates an enjoyable and efficient art visitation (Çetin & Erbay, 2021).
In addition to GAC, some of the museums also develop digital platforms that allow
them to observe their collections. The Rijksmuseum in Amsterdam established its own
40
application, which is called Rijksstudio. It provides high-resolution images of the
artworks and a detailed story behind them. Additionally, users can create new products
using images, such as personal sets, and distribute digital artworks (Pivec &
Kronberger, 2016).
reproduction of an art gallery with a collection of artefacts with all relevant information
and a space for visitors to interact. They also add that these kinds of museums have
both advantages and disadvantages when they are compared with conventional
museums. Virtual museums eliminate the physical barrier between visitors and the
collection, making it accessible online. This allows visitors to examine the objects
based on their interests, and the artefacts may include texts, sounds, and movies
(Shioede & Kanoshima, 1999). However, virtual museums may lack an immersive art
experience if the design and curation are not visually pleasing and replicate reality,
The advent of metaverse platforms enabled the creation of museum and exhibition
spaces within these platforms. For instance, Spatial io, Decentraland, Voxels, and The
Sandbox are more instances of metaverses that exhibits artworks. In these metaverses,
the approach towards design may vary. While in the physical world, special
architectural elements assist in forming the identity and establishing the functionality
of museums and exhibitions (Scarpa, 2006), virtual settings prioritize interactivity and
content richness to mirror the digital identity of museums and exhibitions (Pivec,
Kronberger, 2016). Despite these differences; virtual spaces may also employ the
41
Even though architectural elements define the space and spatial experience within
virtual spaces (Chung et al., 2022), they may also lead to a variety in the design
approaches within virtual exhibition spaces. Chung et al. (2022) categorise these two
environment is one that specifically represents the real world without any aspects of
contradicts ordinary elements, is cited in Chung et al. (2022) (Figure 3.16). Without a
binary distinction between these two types of spaces, the virtual world can be
Figure 3.16: Virtuality-based and Reality-based environments (Source: Chung et al., 2022)
42
For instance, Decentraland constructs the digital twin of Sotheby's Auction House in
London that can be defined as a reality-based environment (Figure 3.18; Figure 3.19).
The model of the auction house reflects the original space, which includes the facade,
indoor circulation, and even the commissioner. Sotheby’s hosts various NFT art sales
and utilises this space to showcase that curation (NFT Plazas, 2024). In contrast to this
(Figure 3.20)
43
Spatial Experience in Virtual Environments
experience, similar to physical reality. Several factors that affect the user's spatial
including virtual exhibition spaces. Therefore, virtual environments also create a sense
of presence (Takato et al., 2008) as physical realm do. This sense of presence is defined
as the state of cutting ties with the media and forgetting that this experience is within
the cyber world (Hartmann et al., 2015; Kljajevic, 2021). Feeling present is an
important factor affecting immersion and interaction in the virtual environment, and it
may vary according to people's prior experiences, abilities, and the characteristics of
the virtual environment (Azarby & Rice, 2022). According to Laarni (2003), physical
presence in virtual realms is linked with three elements: the realism of the virtual
environment, the ability to navigate in the virtual environment, and immersion in the
virtual environment rather than the physical environment (Takatalo et al., 2008). The
person’s physical space, which have an impact on their level of presence, can either
enhance or diminish their presence in the virtual environment (Slater et al., 1994).
One of the factors that impacts the sense of presence is the projection of users as
avatars in the virtual environment. Virtual realities support user bilocation and create
a sense of presence through avatars in both the physical realm and virtual space
(Kljajevic, 2021). Havranek et al. (2012) stated that the first-person perspective creates
According to Kljajevic (2021), the first-person view allows visitors to perceive their
44
environment creates an illusion of place through avatars, which is an important
experience and the sense of presence (Takatalo et al., 2008). According to Azarby &
relationship with navigation, which allows users to change their perspective while
moving inside the environment (Azarby & Rice, 2022). According to Meijer et al.
(2019) navigation utilizes visual realism to help visitors identify landmarks and
Feeling immersed in the virtual environment is crucial for the spatial experience.
According to Azarby & Rice (2022), immersion is associated with the perception that
a person experiences and interacts with. The feeling of immersion is defined as feeling
different technologies that offer users different levels of immersion. This can range
from highly immersive systems like virtual reality (VR) headsets to less immersive
(George et al., 2017). Desktop computers provide users with a 360-degree view of the
keyboard, and mouse, accomplish this (Zhao et al., 2020). Users can observe the virtual
environment from various perspectives by using the mouse to pan, rather than relying
45
environments, movements by pressing keys and mouse lack appropriate bodily
engagement that may not be associated with physical space movements (Kljajevic,
2021).
of real-life individuals. The avatar helps the user comprehend the size of the place
and proxy (Waltemate et al., 2018). Furthermore, they enhance our sense of presence
and immersion within the virtual realm by serving as direct extensions of our
The level of detail in virtual environments is another component that affects people's
spatial perception (Azarby & Rice, 2022). Spatial perception helps people form a
mental image of the environment (ibid.). The detailing of the wall displays and
judgements regarding the environment and their perceptions of distance (Paes et al.,
2017). Stanney et al. (1998) state that the effectiveness of the virtual environment as a
46
CHAPTER 4
This study locates itself at the intersection of art, architecture, and the metaverse by
analysing the effects of changes in the exhibition space environment’s design on the
users’ spatial experience. Two virtual spaces within metaverses that differ in terms of
their design approaches are selected. The first one incorporates more realistic approach
space. The latter implements freer forms, which can be defined as a virtuality-based
settings with diverse visual characteristics within the metaverse. The selection process
for these exhibition spaces within metaverses involves highlighting the distinctive
are various exhibition spaces within metaverses. With the increasing popularity of
47
metaverses and the developing technology, most of the metaverse platforms already
introduce exhibition spaces. To simplify the selection process, a filter for these spaces
is utilised, and only the exhibition spaces that display NFTs are taken into account.
metaverses, not only for the technical aspect but also for the digital art sector. NFTs
can be exhibited in different ways both in the tangible realm and in the virtual world,
as stated in Chapter 3. This thesis specifically focuses on exhibitions that display NFTs
the infinite possibilities of the virtual world to create an imaginary setting. To enable
the representation of these diverse design approaches, a selection within NFT galleries
on metaverse platforms, metaverse versions of galleries that are popular in the physical
world, such as Serpentine Gallery, galleries of the NFT Biennial, and other popular
galleries.
The exhibition spaces within metaverses are analysed using a systematic observation
wayfinding aids, nametags, and the modes of display of the artworks (Table 4.1). Then,
the frequent features are grouped under two categories: features that can be depicted
48
in the physical realm, RB features, and the ones that can be implemented in metaverses,
vertical circulation with stairs, artworks on the walls, artworks with frames,
The features and the metaverses are then combined on a matrix system to determine
the most representative environments (Table 4.2). The matrix indicated the
environment with the most RB features, such as Sotheby’s Gallery on the Decentraland
platform. However, due to the high CPU requirement of the Decentraland platform, it
during the experiment (Figure 4.1). For the VB environment, the NFT Biennial
Figure 4.1: Verses Gallery Figure 4.2: NFT Biennial Ouroboros Pavilion
49
Table 4.1: The list of selected exhibition spaces within metaverses and their features
Name of The
Photo Platfrom Features
Space
Enclosed building, architectural
elements (windows, appliances,
Serpentine fire alarm, ventilation, exit sign),
Fortnite
Gallery structural elements, realistic
textures, artworks on the wall,
freestanding 3D object
50
Enclosed building, digital twin,
architectural elements (doors,
windows, stairs, escalator),
Sotheby's Decentraland
artworks on the wall, artworks
with frames, roomtags, stanchion
ropes
51
Open area, artworks on the wall,
knownorigin Voxels interior furnitures, more
information by clicking
52
Open space, vertical circulation
with freefall, architectural
elements (stairs, lighting fixtures)
Pink Gallery Spatial io
vertical circulation with stairs,
realistic textures, structural
frames
53
Enclosed Building, architectural
elements (windows), artworks on
Verses Gallery Spatial io walls, roomtags, nametags,
artworks within frames, textures,
interior furnitures
54
Table 4.2: A Matrix System for the RB and VB Features of Exhibition Spaces within Metaverses
55
Sample Group
Before starting the experiment, the necessary permissions are acquired from the
Bilkent University Ethics Committee in order to be able to handle the experiment with
information about the study, its aim, procedure, and topics related to confidentiality
before the experiment began. The students participated in the experiment voluntarily
third, and fourth graders and graduate students. The purpose of this focal group is to
gain insights into the spatial experience of individuals with architectural design and art
backgrounds. The main experiment was conducted with 118 students in total (34 males
and 84 females) ages 18–27. The participants were randomly assigned to groups
experiencing either one of the exhibition spaces, and each group included 59
participants.
The Questionnaire
The questionnaire that analyses users’ spatial experience in the metaverse exhibition
spaces within metaverses consists of three parts in general terms. The first part consists
of demographic questions. In the second part, there are questions about their spatial
experience in the metaverse exhibition spaces. The last part poses three open-ended
56
In the demographic section, questions are about participants' gender, age,
technological abilities, familiarity with the metaverse, and virtual exhibition venues.
These questions aim to determine their demographic profile and understand their
The second part of the questionnaire is about the spatial experience in the exhibition
space within the metaverse. This part of the questionnaire is formed by combining two
questionnaires: Carbonell-Carrera et al.'s (2021) and Kim, Han, et al.’s (2015). This
research and adding the wayfinding subscale from Kim et al.’s (2015) research.
this study, 25 architecture students were engaged in landscape design tasks within an
to do various tasks by using their personal computers, like seeing selected places,
manipulating the design, and carving the landscape. To adopt the questionnaire for this
thesis, the devices are revised and questions about further technical means are
57
excluded, as the media of the two studies are different. Also, questions about the
judgements of other people are removed, and questions related to sound are eliminated
Wayfinding is added as an additional subscale from Kim et al. (2015). Kim et al.
information factors. While adapting this questionnaire, the questions about wayfinding
aids and vertical circulations are excluded. The remaining questions are converted
from question format to sentence format and are added to the thesis questionnaire.
Spaces within Metaverses,' includes six subscales with a total of 32 items (Table 4.3).
The open-ended question part is also adapted from Carbonell-Carrera et al.'s (2021).
“In your opinion, what were the positive effects of your experience?”
“In your opinion, what were the negative points of your experience?”
“Do you have any suggestions to improve the virtual exhibition space?”
58
Table 4.3: Items of the Questionnaire on Spatial Experience in Exhibition Spaces within Metaverses
environment”
connection between a
environment
sensory stimuli by
Flow that the user feels when Flow 4D16 by Heutte (2011)
interacting
59
Presence, Engagement, Immersion Subscales:
The definition of presence is linked to the sense of “being there” and is a subjective
presence subscale is crucial to assess in this study. The persuasiveness of these virtual
involvement, and interaction (Witmer et al., 1998), and engagement is related to the
virtual ones. This thesis integrates these three subscales to measure the impact of
Flow Subscale:
The flow subscale is about a sense of control over the experience, as well as
16 items and is utilised to detect the user and his or her level of immersion in an activity
constructed by Heutte in 2011 (as cited Carbonell-Carrera et al., 2021). The flow
subscale implementation provides insight into how exhibition space provides a more
60
Judgement Subscale:
This subscale is about the overall judgement about the experience and was constructed
participants' experiences and their judgements about its beauty and originality in the
Wayfinding Subscale:
impact the process of identifying pathways and arriving at the intended destination.
This thesis comprises a pilot study and the main study. The survey sessions are
conducted during the participants’ architectural design studio hours via Google Forms.
The survey starts with a confirmation of consent form. At the request of the Ethics
Pilot Study
The pilot study was conducted with the participation of 12 people. 3 participants were
randomly selected from each grade. The pilot study was concluded in a week with 4
61
different sessions (Table 4.4). Undergraduate students participated in the pilot study
in their studios during the studio course, whereas graduate students were designated a
The pilot study’s questionnaire included an experience subscale that dealt with the
relationship between interaction devices and the user experience. The pilot study
showed that this subscale was not easily comprehended by the participants. Given that
this study focuses on the spatial experience rather than the user experience, this
subscale was excluded from the main study. Also, the pilot study showed that the
participants had some hesitations about the meaning of some statements in the
was not well understood, so it was replaced with “I was so engaged in the virtual
environment experience” for the main study. The additional clarification is provided
within the judgement subscale, in which all statements were originally written as
judgement subscale, the statement "I found this virtual environment ugly (1)/beautiful
(5)." changed to "I found this virtual architectural space ugly (1)/beautiful (5).
1 Female
2nd Session Masters
2 Male
1 Female
3rd Session Fourth grade
2 Male
4th Session Second grade 3 Female
62
Main Study
The main study was conducted in nine sessions (Table 4.5, Figure 4.1). Each student
participated in the study during their studio hours, using their own laptops and
maintaining their assigned seating positions. The study started with an explanation of
the experiment and the distribution of consent forms to the students. The students were
briefed that this study is about their experience in metaverse exhibition spaces, and it
conventional architectural styles similar to the real world or free of styles only possible
in cyberspace). Students were informed that after they receive the link to the digital
survey, they will be directed to one of the exhibition spaces, and the study was
participants to interact and communicate. The participants were divided into two
groups according to their seating locations before sharing the link to the surveys as
Group A and Group B. The art exhibition environment varies depending on the group.
visible. The survey highlighted that participants could experience the exhibition
without any time limit. When a participant’s tour was completed, the link to Google
Forms was revisited to continue with the evaluation of the spatial experience.
Throughout the study, the participants’ reactions to the experience were observed and
logged by the researcher. The duration of their presence in the art exhibition space was
recorded.
63
Figure 4.3: Photos from Session 6 (top row), Session 2 (bottom left), Session 7 (bottom right)
15 Female
1st Session Fourth grade
4 Male
10 Female
2nd Session Fourth grade
6 Male
4 Female
3rd Session Fourth grade
2 Male
5 Female
4th Session Second grade
5 Male
9 Female
5th Session Second grade
5 Male
18 Female
6th Session Third grade
5 Male
15 Female
7th Session Third grade
6 Male
64
CHAPTER 5
RESULTS
This section presents the users' spatial experience in exhibition spaces within
metaverses. The data obtained from the analysis of the study are analysed using SPSS
sample t-test and Pearson correlation analysis), and reliability analysis (Cronbach's
The analysis of the data uses descriptive statistics such as frequency, percentage,
Smirnov test was used as the normality distribution test, and parametric tests were used
independent sample t-test was implemented in order to compare the means of two
distinct groups. The Pearson correlation coefficient was computed in order to examine
the relationships among the dimensions of the scale. Multivariate regression analysis
was used to estimate the dependent variable using independent (explanatory) variables.
Cronbach's alpha coefficient was used in the reliability analysis of the scales. All test
65
Socio-Demographic Characteristics of Students
The overall number of participants is 118, including 59 in the reality-based (RB) group
and 59 in the virtuality-based (VB) group. The mean age in the RB group is 21.47±1.52
years, with a minimum of 18 and a maximum of 26 years, with 18 male and 41 female
participants (Table 5.1), (Figure 5.1). %88.1 use computers for more than 10 hours in
a week (Figure 5.2); %20.3 experienced a metaverse environment before (Figure 5.3).
Fortnite. 16.9% of the participants have been in a metaverse environment for gaming
purposes (Table 5.1). Out of the 28.8% who experienced virtual exhibition space
before, 22% accessed Google Arts & Culture, and 18.6% experienced 3D online
The mean age in the VB group is 21.83±1.72 years, with a minimum of 18 and a
maximum of 27 years, with 16 male and 43 female participants (Table 5.1), (Figure
5.1). %91.5 use computers for more than 10 hours a week (Figure 5.2); %18.6
previously experienced Minecraft, %8.5 Roblox. 16.9% of the participants have been
in a metaverse environment with the purpose of gaming (Table 5.1). Out of %35.6 who
experienced virtual exhibition space before, %35.6 accessed Google Arts & Culture
(%20.3), and %20,3 practiced 3D online exhibition platforms (Table 5.1). Table 5.1
66
Figure 5.1: The Ages of the Participants
67
Figure 5.3: Been in a Metaverse Environment Before
68
Table 5.1: Descriptive analysis
n % n %
Gender: Male 18 30.5 16 27.1
Female 41 69.5 43 72.9
Spending hours on the 2-5 hours a week 1 1.7 1 1.7
computer per week 5-10 hours a week 6 10.2 4 6.8
More than 10 hours a 52 88.1 54 91.5
week
Been in a Metaverse Yes 12 20.3 11 18.6
Environment No 47 79.7 48 81.4
Metaverse Environment Decentraland 0 0,0 1 1.7
Experienced* Fortnite 5 8.5 3 5.1
Minecraft 11 18.6 9 15.3
Roblox 2 3.4 5 8.5
Second Life 1 1.7 0 0,0
Spatial io 1 1.7 0 0,0
The Sandbox 2 3.4 3 5.1
Other 1 1.7 3 5.1
Purpose of have been in Museum/Art exhibition 6 10.2 3 5.1
Metaverse* experience
Game 10 16.9 10 16.9
Been in a Virtual Exhibition Yes 17 28.8 21 35.6
Space No 42 71.2 38 64.4
Virtual Exhibition Experienced* Google Arts & Culture 13 22.0 12 20.3
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Descriptive Analysis
in Exhibition Spaces within the Metaverse is as follows: the mean of presence is 3.83
(Table 5.2), engagement is 4.18 (Table 5.3), immersion is 2.56 (Table 5.4), flow is
3.26 (Table 5.5), judgement is 3.58 (Table 5.6), and wayfinding is 3.58 (Table 5.7) in
the RB group. However, in the VB group, the mean of presence is 3.49 (Table 5.2),
engagement is 3.92 (Table 5.3), immersion is 2.65 (Table 5.4), flow is 3.13 (Table
5.5), judgement is 3.45 (Table 5.6), and wayfinding is 3.51 (Table 5.7).
Table 5.2: Questionnaire on Spatial Experience in Exhibition Spaces within the Metaverse: Presence
Subscale
Reality-based Virtuality-based
(n=59) (n=59)
Items SD SD
1. I was able to actively observe the virtual environment. 4.49 .73 4.20 .85
2. I was able to examine artworks closely. 4.42 .79 3.97 1.10
3. I could examine artworks from multiple viewpoints. 4.41 .87 3.92 1.00
4. I felt proficient in moving and interacting with the virtual 4.29 .89 3.85 1.10
environment at the end of the experience.
5. I found my experiences in the virtual environment to be 2.68 1.02 2.31 .97
consistent with my real-world experience.
6. The visual display quality distracted me from visiting the 2.93 1.03 3.02 1.06
virtual exhibition space.
7. The devices (keyboard and mouse), that controlled my 2.53 1.26 2.81 1.46
movement, distract me from experiencing the space.
Total 3.83 .61 3.49 .62
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Table 5.3: Questionnaire on Spatial Experience in Exhibition Spaces within the Metaverse:
Engagement Subscale
Reality-based Virtuality-based
(n=59) (n=59)
Items SD SD
1. The visual aspects of the virtual environment engaged me. 4.03 .79 3.56 1.09
2. The sense of moving within the virtual environment was 4.39 .81 4.17 1.02
interesting.
3. I was involved in the virtual environment experience. 4.12 1.00 4.02 .90
Total 4.18 .70 3.92 .82
Table 5.4: Questionnaire on Spatial Experience in Exhibition Spaces within the Metaverse: Immersion
Subscale
Reality-based Virtuality-based
(n=59) (n=59)
Items SD SD
Table 5.5: Questionnaire on Spatial Experience in Exhibition Spaces within the Metaverse: Flow
Subscale
Reality-based Virtuality-based
(n=59) (n=59)
Items SD SD
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Table 5.6: Questionnaire on Spatial Experience in Exhibition Spaces within the Metaverse: Judgement
Subscale
Reality-based Virtuality-based
(n=59) (n=59)
Items SD SD
Table 5.7: Questionnaire on Spatial Experience in Exhibition Spaces within the Metaverse:
Wayfinding Subscale
Reality-based Virtuality-based
(n=59) (n=59)
Items SD SD
1. Entering the virtual exhibition space, I felt good about the 3.76 .97 3.66 1.03
environmental image.
2. With the help of the virtual exhibition space’s environmental 3.73 .98 3.47 1.07
image, I felt confident in wayfinding.
3. I relied on the virtual space’s environmental image to decide 3.51 1.21 3.73 1.01
how to reach my destination.
4. I had to make an effort to identify the locations of the pathways. 2.68 1.12 2.83 1.13
Total 3.58 .74 3.51 .56
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Upon evaluating the normality distribution of the scale scores of students in the RB
and VB groups, the Kolmogorov Smirnov test confirms that the data belonging to the
scale scores are normally distributed since the kurtosis and skewness values, which are
the assumptions of normal distribution, are between ±2 and the sample volume was
Table 5.8: The Normality Distribution Results of Virtual Exhibition Space Scale by Group
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Analysis of Spatial Experience Subscales
exhibition spaces are assessed with an independent sample t-test according to RB and
VB. The mean value of the presence subscale in the RB group (X = 3.83, SD = 0.61)
is significantly higher than the mean value (X = 3.49, SD = 0.62) of the same subscale
On the other hand, the mean values of engagement, immersion, flow, judgement, and
wayfinding subscales do not show any significant difference (p > 0.05) (Table 5.9).
Table 5.9: Independent Sample t Test Result of Virtual Exhibition Space Scale by Group
Group N SD t Df p
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Analysis of Spatial Experience Subscales in Relation to Previous
Metaverse Experiences
The objective is to determine whether there are any differences between those who
have previously experienced a metaverse setting and those who have not. When the
mean scores of the spatial experience subscales of the students in the RB group are
evaluated with the independent sample t-test according to the metaverse environment
Table 5.10: RB Group’s Independent Sample t-Test Result (Previous Metaverse Experience)
Metaverse N SD t Df p
Environment
Presence Yes 12 3.94 0.51 0.687 57 0.495
No 47 3.81 0.63
No 47 4.17 0.72
No 47 2.53 0.66
No 47 3.21 0.67
No 47 3.60 0.68
No 47 3.61 0.75
75
When the mean scores of the spatial experience subscales of the students in the VB
group are evaluated with the independent sample t-test according to the metaverse
environment experience status, it is seen that the mean score of immersion of the
significantly higher than the mean score of the students who did not (=2.54, SD=0.80)
flow, judgement, and wayfinding from the dimensions of the virtual exhibition space
Table 5.11: VB Group’s Independent Sample t-Test Result (Previous Metaverse Experience)
Metaverse N SD t Df p
Environment
Experienced
Presence Yes 11 3.77 0.51 1.689 57 0.097
No 48 3.42 0.64
No 48 3.88 0.84
No 48 2.54 0.80
No 48 3.08 0.56
No 48 3.42 0.70
No 48 3.49 .59
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Analysis of Spatial Experience Subscales in Relation to Previous Virtual
Another aim is to determine whether there are any differences between those who have
previously experienced a virtual exhibition space and those who have not. When the
mean scores of the spatial experience subscales of the students in the RB group are
evaluated with the independent sample t-test according to the previous virtual
Table 5.12: RB Group’s Independent Sample t-Test Result (Previous Virtual Exhibition Experience)
Virtual Exhibition
N SD t Df p
Space
Presence Yes 17 3.77 0.70 -0.548 57 0.586
No 42 3.86 0.57
No 42 4.13 0.71
No 42 2.57 0.66
No 42 3.22 0.61
No 42 3.63 0.61
No 42 3.63 0.74
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On the other hand, the evaluation of the mean scores of the spatial experience subscales
of the students in the VB group with the independent sample t-test reveals that the
mean score of immersion of the students who experienced virtual art exhibition space
before (=2.83, SD=0.95) is significantly higher than the mean score of the students
who did not (t(57) = -2.632, p = 0.011, p<0.05). Nevertheless, the mean scores of
exhibition experience of the students in the VB group (p > 0.05) (Table 5.13).
Table 5.13: VB Group’s Independent Sample t-Test Result (Previous Virtual Exhibition Experience)
Virtual Exhibition
N SD t Df p
Space Experienced
Presence Yes 21 3.51 0.56 0.215 57 0.830
No 38 3.47 0.66
No 38 4.01 0.88
No 38 2.83 0.95
No 38 3.14 0.60
No 38 3.54 0.69
No 38 3.56 0.56
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Analysis of the Effects of The Exhibition Space within Metaverse
The relationship between the average time spent by the students in the RB and VB
groups and the average scores of the spatial experience dimensions is evaluated with
0.265, p<0.05) and judgement (r = -0.291, p<0.05) of the students in the RB group and
a positive, weak, and significant correlation (relationship) between metaverse time and
This analysis indicates that the duration of time spent in the RB exhibition space is
increasing, while the average value of the engagement subscale, which measures
interest in the experience, and the average score of the judgement subscale, which
However, in the VB group, as the period increases, so does the average score on the
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Table 5.14: The Pearson Correlation Results of Questionnaire on Spatial Experience in Exhibition
Spaces within the Metaverse by RB and VB Group
p .299 .550
p .042 .259
p .539 .017
p .892 .102
p .026 .198
p .958 .593
Reliability Analysis
In the study, the Cronbach's alpha coefficient value range for the RB group is 0.634–
0.846, and the Cronbach’s alpha coefficient value range of the students in the VB
group is 0.637–0.802. The results render the phenomenon measured in the two groups
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Table 5.15: Reliability Analysis Results of Virtual Exhibition Space by RB and VB Group
Subscale
Reality-based Virtuality-based
Correlation Analysis
In the study, a Pearson correlation test evaluated the correlation between the students
in the RB group's mean scores for the virtual exhibition space's spatial experience
level.
strong, and significant correlation between flow and judgement (r = 0.458, p<0.001)
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correlation between judgement and wayfinding (r = 0.363, p<0.001). Nevertheless, no
significant correlation was found between presence and immersion (p > 0.05) (Table
5.16).
Table 5.16: The Pearson Correlation Test Results of Virtual Exhibition Space Scale Score by Reality-
Based Group
Presence r --
Engagement r .438*** --
p 0.001
p 0.061 0.001
When the relationship between the mean scores of the virtual exhibition space scale
dimension scores of the students in the virtuality-based group was evaluated with a
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correlation between engagement and immersion (r = 0.572, p<0.001), flow (r =
Table 5.17: The Pearson Correlation Test Results of Virtual Exhibition Space Scale Score by
Virtuality-Based Group
Presence r --
Engagement r .541** --
p 0.001
p 0.269 0.001
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Analysis of Open-ended Questions
The open-ended questions about participants’ spatial experience (Table 5.18) ask for
both qualitative and quantitative analysis of their spatial experiences. For quantitative
Table 5.18: Open-ended Questions in the Questionnaire on Spatial Experience in Exhibition Spaces
within Metaverses
Question 1 In your opinion what were the positive effects of your experience?
Question 2 In your opinion, what were the negative points of your experience?
Question 3 Do you have any suggestions to improve the virtual exhibition space?
The Voyant tool offers a range of characteristics that enable the analysis of texts on
different subjects. These features include visual representations of the most commonly
used words, the rate of word occurrences, the identification of frequently used
keywords, and the identification of word associations (Figure 5.5). There are diverse
studies that use Voyant's various features to analyze textual data (Hetenyi, et al., 2019;
This thesis utilises four elements of the Voyant tool for analysing the responses to
open-ended questions. The initial feature is the Summary tool, which examines the
texts and presents the overall word count, vocabulary density, readability index,
average words per sentence, and the most often mentioned terms and their frequencies
in the text. This tool has a stop-word feature that automatically generates a list of
excluded words, such as to-be words, articles, and subjective pronouns. This feature
can be deactivated, but it is used in this research to have a noteworthy list of words.
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The second feature utilised for textual analysis is the Cirrus tool, which visually
presents the most frequently used words in a way that reflects their frequency by
Thirdly, the correlation tool analyses the relationship of a word with other words with
a correlation value. It calculates the selected terms and their correlated terms by
comparing the relative frequencies of phrases in the document with the Pearson
The last tool is the context tool, which displays how the words are used in the text by
allocating the selected keyword in the centre and adding the words that are mentioned
The analysis is done by converting the answers for each question into separate Excel
files and uploading them to the Voyant tool. The tool divides these files into sections
after uploading them, and uses each section for distinct analyses. The answers to each
question are analysed separately for the RB and VB groups, in order of: summary
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Analysis of Open-ended Questions: Question 1
For the first open-ended question, “In your opinion, what were the positive effects of
your experience?” The RB group’s answers’ average words per sentence is 28.3,
whereas in the VB group, this value is 25.0. The words that received the most mentions
are "experience," "different," "able," "artworks," and "exhibition" in the RB group, and
respectively (Table 5.19). The Cirrus graphic, a visualised version of the most frequent
words in both groups’ answers, is shown below (Figure 5.6, Figure 5.7).
Reality-based Virtuality-based
Experience 21 Different 22
Different 15 Experience 20
Able 15 Space 19
Artworks 13 Exhibition 15
Exhibition 11 Artworks 14
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Figure 5.5: Cirrus Graphic of Open-ended Question 1, RB Group
The correlation test is conducted with the list of the most frequent words in both
0.05), “able” with “artworks”, and “exhibition” with “avatar” (p< 0.05). In the VB
with “explore”, “exhibition” with “exciting”, and “artworks” with “able”. However,
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Considering the fact that all correlation values lie within the range of 0 to 1 for both
groups, it can be concluded that there is a positive association between the words.
The most frequent The correlated term Correlation (r) Significance (p)
words
The contextual analysis in the Voyant tool is utilised to comprehend the usage of the
words within a given context. This analysis reveals the manner in which a keyword is
employed in a text. After a comprehensive analysis of all analyses, three full sentences
are selected. Table 5.21 displays three instances of how each word is used in a phrase
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Table 5.21: Contextual Analysis of RB group Open-ended Question 1
“It was being a new kind of an exhibition experience without waiting in the line for tickets etc.”
space
“This feeling got me excited to explore the artworks as if it were an open-world video
different
space and look at game.”
“It was a unique activity to visit works of art and see them on the computer.”
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Table 5.22: Contextual Analysis of VB group Open-ended Question 1
“The opportunity to explore different is quite interesting and the way we choose what
types of artworks in the same we wanted to see is a great.”
“I think it was nice to have platforms exhibition in a more active way compared to the real-life
within different levels so that we can
exhibitions by jumping or running etc.”
experience
“The ability to view all the artworks from ground level truly excited me.”
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Analysis of Open-ended Questions: Question 2
For the second question, "In your opinion, what were the negative points of your
experience?” the average words per sentence in the RB group’s answers is 32,4; for
the VB group this value is 21.5. The most frequent words are “real”, “feel”, “like”,
“exhibition”, “artworks” and “space” in the VB group (Table 5.23). The visualisation
of the most-mentioned words is displayed graphically below (Figure 5.8, Figure 5.9).
Reality-based Virtuality-based
Real 15 Exhibition 27
Feel 15 Artworks 15
Like 14 Feel 13
Experience 13 Like 12
Space 11 Space 11
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Figure 5.8: Cirrus Graphic of Open-ended Question 2, VB Group
According to the correlation analysis of the most frequent words in the RB group,
“like” is correlated with “artworks” and “space” with “negative” significantly. In the
in the RB group, “real” is correlated with “game”, “feel” with “environment”, and
“different”, “artworks” with “able”, “feel” with “exhibition”, and “space” with
all correlation values are in the range of 0 to 1 for each word, it states that there is a
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Table 5.24: Correlation Analysis of Second Open-ended Question 2
The
The most frequent Correlation (r) Significance (p)
correlated
words
term
The contextual analysis is conducted with the most frequent words in the responses
to the second question and completed with the selection of three examples of full
sentences that are stated by the Voyant tool (Table 5.25., Table 5.26.).
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Table 5.25: Contextual Analysis of RB Group Open-ended Question 2
“Cannot getting out of the "box" like experience , open or semi open spaces might be
structure is bad for good.”
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Table 5.26: Contextual Analysis of VB Group Open-ended Question 2
“It does feel like the artworks ‘s are the main points.”
“I found myself in a very unrealistic like I was in a suitable exhibition environment for
world, and I didn't art pieces.”
“I was lost at some point since it was felt the exhibition is endless.”
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Analysis of Open-ended Questions: Question 3
The average word count in the answers to the third question, “Do you have any
suggestions to improve the virtual exhibition space?” in the RB group is 30.4, whereas
it is 25.6 in the VB group. The words most mentioned in the RB groups are “maybe”,
“space”, “realistic”, “experience”, “better” and in the VB group, these words are
The cirrus graphs are added to have a more comprehensive understanding of the words
Reality-based Virtuality-based
Maybe 21 Space 19
Space 7 Environment 13
Realistic 7 Real 12
Experience 7 Exhibition 10
Better 7 Virtual 9
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Figure 5.10: Cirrus Graphic of Open-ended Question 3, VB Group
The correlation analysis shows that the most frequent words in the RB group,
“maybe”, are correlated with “like”, “space” with “feeling”, “realistic” with “feel”,
“experience” with “art”, and “better” with “artworks”. However, these correlations
between the words are not significant (p<0.05). In the VB group’s answers, the most
frequent words, such as “environment” and "real,” are significantly correlated with
“attention” and "life,” respectively (p > 0.05). In the same group, “space” is
correlated with “design” without a significant value (p<0.05). The correlation values
for each word fall within the range of 0 to 1, indicating a positive correlation
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Table 5.28: Correlational Analysis of Open-ended Question 3
The contextual analysis is conducted with the most frequent words in the responses to
the third question and completed with the selection of three examples of full sentences
that are stated by the Voyant tool (Table 5.29, Table 5.30).
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Table 5.29: Contextual Analysis of RB Group Open-ended Question 3
“Maybe rendering could be improved , so that the person who got there totally forget
especially in the interior space the real world.”
“Computer screen and mouse made the less interactive and authentic for me.”
“It would be great to see other people to feel the texture of the artworks and to read
during the their narratives.”
experience
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Table 5.30: Contextual Analysis of VB Group Open-ended Question 3
“Widening the paths of the may able us to see the art pieces better.”
“It would be a better experience if the had similar rules of engagement as the physical
virtual environment.”
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Takeaways
engagement, flow, judgement, and wayfinding are higher than the VB. Nevertheless,
the mean score of the immersion subscale in the VB is higher than that in the RB
group.
- According to the independent sample t-test, the presence score of the RB group is
significantly higher than that of the VB group, as indicated by the independent sample
t-test. However, there is no significant difference between the two groups in the other
subscales.
greater sense of immersion in the VB environment, whereas the former experience has
- The VB group members who had previously experienced virtual exhibition spaces
- The duration of the experiment influences the subscales of spatial experience. The
immersion score increases as the time spent in the RB environment increases, while
the participation and judgement scores decrease substantially as the time spent in the
VB group increases.
presence and immersion, stating that being present in the RB exhibition environment
does not have a relationship with feeling immersed. The other subscales have a positive
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and significant correlation with each other. Furthermore, in the VB group, there is no
engagement and wayfinding, or judgement and wayfinding. This implies that the
degree of users' subjective presence in a virtual world does not always correlate with
their level of immersion. Additionally, the level of engagement with the virtual
users' cognitive ability to make judgements does not affect their skills in navigating
the virtual space. The other subscales exhibit a positive and statistically significant
- In the initial open-ended question, participants from both groups frequently use
similar phrases when discussing the positive consequences of their experiences. The
and "exhibition", whereas the VB group specifically highlight the words "different",
significant correlation between the term "different" and the word "experience." In
contrast, the VB group associate the word "different" with "angles". This indicates that
both groups focus on distinct parts of their experiences. Simultaneously, both groups
express in their responses that their experiences are unique and different.
- In the second question, when the participants discuss the negative aspects of their
experiences, both groups employ similar vocabulary. The terms "real", "feel", "like",
“experience”, and “space” are the most commonly mentioned words in the RB group,
whereas the VB group mostly employ the words "exhibition", "artworks", "feel", "like"
and "space". The RB group significantly associate the term "like" with "artworks",
whereas the VB group link it with "exhibition." Both groups state that the spatial
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encounters are unrealistic and reminiscent of a game, which impact their experiences
the experience. Both groups specifically highlight the importance of enhancing the
realism of the environment and improving the graphics. Within the RB group,
elevating the graphics' quality. Notable terms like “maybe”, “space”, “realistic”,
“experience”, and “better” are frequent. Since one of the most used words is “maybe”,
the participants express their hesitations while giving suggestions to improve the
“environment”, “real”, “exhibition”, and “virtual” are the most commonly mentioned.
Within the VB group, there is a strong correlation between the terms “environment”
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CHAPTER 6
This study's main concern is the impact of different design approaches in metaverse
highlight that this exploration goes beyond the spatial experience and discusses aspects
related to architecture and art in virtual realms. Therefore, this section explores the
collected throughout the survey. The outcomes are mentioned under three subtitles:
This section of the study focuses on the overall spatial experience in the metaverse
wayfinding than the VB. However, the mean score of immersion subscale, that
describes the substantial illusion of real experience with virtual experience in the VB
is higher than RB. Even the difference between mean scores is insignificant, it provides
insight into how the spatial experience is changing between the groups.
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Specifically, the survey's presence subscale indicates that users who experience RB
exhibition spaces have a considerably higher sense of presence compared to those who
visit VB spaces. This finding supports Laarni's (2003) assertion that a realistic design
approach in the environment enhances the feeling of being present. However, the
finding contradicts the theory by Chung et al. (2024), who claim there are no
of design elements that mirror the physical world had an impact on the visitors' spatial
the visitors’ spatial experience and certain design features may promote the sensation
Moreover, the effect of prior experiences in virtual environments that create a frame
for future experiences on the spatial experience cannot be denied. According to the
findings, participants who had not experienced the metaverse before felt more
who had not been in any virtual exhibition spaces. Being in a VB setting that does not
immersed.
for experiencing immersion (Azarby & Rice, 2022), no significant association was
observed between the presence and immersion subscales in either of the groups.
does not exhibit any link with the engagement and judgement subscales. However,
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within the RB group, wayfinding is positively and significantly connected with the
presence of subcele, which aligns with Laarni's (2003) assertion that the ease of
presence. These findings emphasise the complex and diverse connections between
the parameters that affect spatial experience might vary depending on the design
Additionally, the duration of time that individuals spend in the locations has varying
impacts on their spatial experience. Based on the findings, participants who spent more
judgement. However, the longer participants spend time in the VB environment, the
insignificantly associated with the word “angles” in the VB environment. This result
supports the fact that each participant focused on a different aspect of their experience.
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Table 6.1: Quotations from Open-ended Questions about Spatial Experience
Example 1. (RB-1st "It was a different experience for me to walk around the museum, and also it was
question) really fun to be in there. "
Example 2. (RB-3rd “The spatial experience could be made more interesting. I think more complex and
question) articulated spaces would make the experience more interesting and unique.”
“The spatial experience could be made more interesting by designing more unique
Example 5. (RB-3rd
spaces. I think more complex and more articulated irregular spaces would make
question)
the experience more interesting and unique.”
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Discussions About Architecture
The architectural design of the metaverse exhibition spaces is one of the fundamental
components that affects the spatial experience. Both realistic and unrealistic design
The open-ended questions expose the participants' perspectives on these two distinct
beyond mimetic realism; even virtual architecture has the potential to be creative
Moneta's (2020) perspective, since the word "real" was frequently referenced when
discussing the negative aspects of the RB environment. Their statements refer to the
fact to the fact that the virtual world needs to offer a new interpretation of architecture
Within the VB environment, users are enabled to jump into the skybox, navigate
between platforms via freefall, teleport to other spaces with portals, and observe the
conventional exhibition, with all the architectural elements like windows and doors
freedom.
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This is further supported by observation log data, indicating that individuals in the VB
setting are more likely to explore the capabilities of avatars and activities like
freefalling and jumping facilitated by the spatial design design. Furthermore, following
the experiment, a total of 6 students from the VB setting inquired about the process of
creating such a design and the tools used to model it. This suggests that the VB design
approach captures the students' attention more effectively. Additionally, the RB group
frequently mentioned the word "may be" in the question about their suggestions.
Compared to the RB group, the participants exposed to the VB setting showed reduced
Moreover, the data reveals that one of the most mentioned words is “space” in both
group. The RB group’s participants mentioned how the space is insufficient in terms
of rendering quality and is like a replica of a physical building. The VB group reported
feeling confused during the experiment. This confusion was attributed to the absence
the virtual environment. Therefore, all these data state that individuals anticipate a high
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Table 6.2: Quotations from Open-ended Questions about Architecture
“It did not feel real even it is mimicking the physical world and instead of
focusing on the artwork it felt like i was playing a game and the art was just a
Example 2.
mere background decoration rather than the focus of the space. Controlling
(RB-2nd question)
my character felt like was my main purpose rather than looking at the artwork
presented.”
“When I jump into this metaverse environment, I felt different and the first
Example 4. question that coming to my mind is that which application that the creator
(VB-1st question) use. And the artworks, the space area and the visual environment create like a
sci-fiction movie or game in my mind. “
“The environment is different from the reality, utilizing ramps and platforms
that make this exhibition unique. The ability to view all the artwork from
Example 5.
ground level truly excited me. Walking around all the artworks was a great
(VB-3rd question)
experience for me. Additionally, the background image captured all my
attention during the exhibition.”
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Discussions About Art
Based on the symbiotic relationship between spatial experience, art, and architecture,
this section highlights points that may be impactful for the art industry. Firstly, the
existence of exhibition spaces on online platforms is a crucial milestone for the art
industry, as it allows users to experience the whole curation with one click. The
quantitative data of open-ended questions about the positive sides of the spatial
experience supports this since one of the most used words is “artworks” and correlates
with the word “able” in both groups. Even though these correlations are insignificant,
numerous students from both groups mentioned the ease of visiting an exhibition space
online. As Shiode and Knoshima (1999) state, the Internet enhances accessibility to
the collections of museums, whereas real museums limit this interaction with physical
distance, and it also enables the exhibition of a larger number of collections online at
any time. In the open-ended questions, participants mentioned that being in an online
exhibition allows them to experience the artworks from their comfort zone.
In response to the initial open-ended question regarding the positive aspects of the
experience, the term "exhibition" was frequently cited, with some noting that the
surroundings in both settings. Both groups also draw parallels between their
experiences and gaming experiences. Even though the present condition of exhibition
art more interactively and in a gamified fashion, there are still those who have a
prejudice against the notion of art exhibition spaces as answers to the question about
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The data based on the observation log indicates that 28 students got more information
about NFTs by following the links in the exhibition, checking out the other works of
the artist, and downloading the PNG versions of NFTs. This validates Shiode and
Knoshima's (1999) claim that virtual exhibitions encourage visitors to focus on the
artworks they are interested in and learn more about the artist and their works through
improved this interaction with their advanced technology and unique concept. In
addition, 3 students from the VB group inquired about the selection process of curation
and expressed their interest in participating in future curations of the NFT Biennial,
curating approaches affect the ambiance of the artworks (Aydoğan, 2021), which may
lead to curiosity about both the NFTs and the artworks (Table 6.3).
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Table 6.3: Quotations from Open-ended Questions about Art
“It's very exciting to look around; so it was more attractive in some ways than
Example 1.
an actual exhibition. I was also able to navigate among others quickly and
(RB-1st question)
without wasting time on foot.”
gave me a sense of joy due to the reminiscent feeling of playing video games
all through my childhood. This feeling got me excited to explore the space and
Example 2.
(VB-1st question) look at different artworks as if it were an open-world video game. In doing
such, this also allowed me to actually closely inspect and observe different
“It is very hard to spare some of my time to visit art galleries or exhibitions
" Doing emotes, jumping around kind a loses the sense of being in a quiet
Example 4.
exhibition and makes it lose its seriousness. I do not feel like I am in a
(RB-3rd question)
meaningful exhibition when I do dancing emotes."
"I tend to think more traditionally, believing that virtual reality experiences
Example 5. detract from the essence of why we create artwork. I don't think viewing a
(VB-2nd question) piece from a screen can ever replicate the experience of seeing it in an actual
exhibition. For me, VR is distracting and diminishes the value of artwork."
113
Conclusion
Metaverses are platforms that allow the creation of 3D virtual worlds by going beyond
the limits of the physical realm (Yang et. al., 2023). The ability to construct a parallel
universe in metaverses and the NFT concept have led to the emergence of exhibitions
thesis reviews the impact of different design approaches in exhibition spaces within
perspectives both towards the architecture of these environments and towards the
NFTs.
The study comprises two phases: a pilot study and the main study. The main study
students in the second, third, fourth grades, and graduate studies. The results of the
participants’ spatial experience were obtained with a 5-point Likert scale survey that
(independent sample t-test and Pearson correlation analysis), and reliability analysis
(Cronbach's alpha). In addition to the survey, three open-ended questions, which were
analysed via the Voyant tool, required more general knowledge about participants’
spatial experience. The demographic data provides insights into the participants'
knowledge of metaverses and virtual exhibition spaces, while their responses to open-
In response to the first research question, the findings indicate that participants feel
significantly more present when the design of the metaverse exhibition space reflects
114
This study investigated a range of metaverse galleries that employed unique design
research question. It also identifies the most appropriate RB and VB environments for
conducting the experiment. This thesis reveals important implications for the optimal
experience a more realistic space reflecting traditional galleries, others stated that these
spaces should deviate from physical reality and push the boundaries of cyberspace.
The incorporation of exhibition spaces into metaverses that allow people to experience
observed that some people have a prejudiced perspective regarding the ideal design of
virtual exhibition spaces. The virtuality-based environment arouses curiosity about the
artworks and the making process of the exhibition space. This work has revealed the
In response to the third research question, this study establishes a framework for a
of participants.
This thesis is one of the first and few efforts to understand the impact of the design of
study is done with the participation of many students on the platforms simultaneously,
causing overload due to the requirement of a certain internet connection for Spatial io.
115
In addition to this, since the students experimented on their personal computers, a few
web browsers. For further studies, conducting this research in a controlled laboratory
potentially address any technical issues that may arise throughout the experiment. This
study was conducted with students in architecture on the Spatial io platform with two
design approaches: VB and RB. Further studies may engage students from various
116
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APPENDICES
APPENDIX A
2) Gender:
o Male
o Female
o Yes
o No
5) If It is yes;
Which Metaverse Environment have you experienced?
o Cryptovoxels
o Decentraland
o Fortnite
o Minecraft
o oncyber io
o Roblox
o Second Life
o Spatial io
o Somnium Space
o The Sandbox
o Other:_______
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6) For which purpose have you been in a Metaverse?
o Museum / Art exhibition experience
o Game
o Research
o Other:________
8) If It is yes;
Which Virtual Exhibition Space have you experienced?
o Google Arts & Culture
o Virtual Exhibition on Metaverse platfrom
o 3D Online exhibition platform
o Other:________
Group B: Please go to the link: NFT Biennial Gallery to take a tour inside the
environment and examine the artworks. After you finish your tour, return to this link
and proceed with the questionnaire by clicking ‘next’ button below.
126
2) I was able to examine artworks closely.
4) I felt proficient in moving and interacting with the virtual environment at the
end of the experience.
6) The visual display quality distracted me from visiting the virtual exhibition
space.
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Engagement Subscale
Immersion Subscale
12) I become so engaged the virtual environment that I was not aware of
things happening around me.
128
14) I become so involved in the virtual environment that I lose all track of time.
Flow Subscale
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Judgement Subscale
22) I found that this virtual architectural space was lame (1) / exciting (5).
23) I found that this virtual architectural space was easy (1) / challenging (5) in
terms of wayfinding.
24) I found this virtual architectural space amateurish (1) / professional (5).
25) I found this virtual architectural space unpresentable (1) / presentable (5).
26) I found that this virtual architectural space is ugly (1) /beautiful (5).
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27) I found that this virtual architectural space is disagreeable (1) / likeable (5).
28) I found that this virtual architectural space is discouraging (1) / motivating
(5).
Wayfinding Subscale
29) Entering the virtual exhibition space, I felt good about the environmental
image.
30) With the help of virtual exhibition space’s environmental image, I felt
confident in wayfinding.
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32) I had to make an effort to identify the locations of the pathways.
Open-ended Questions
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
__________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
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APPENDIX B
Participation
I am one of the approximately 100 participants of this research study. I understand that the assignment
of the virtual space I will tour will be done by the investigator. My participation is entirely voluntary. I
feel comfortable taking part in this research. As a participant, I can decide to withdraw from
participation while informing the researcher at any stage of the experiment or I can be excluded from
the research if deemed necessary by the researcher. I am aware that my relation with Bilkent
University and my academic evaluation will not be affected if I don’t participate or if I withdraw from
participation. Also, if I have any questions regarding this research, I can contact the investigator,
advisor of the investigator or Bilkent University Local Ethics Committee.
Procedure
As a participant in this research, I will fill an initial questionnaire about my gender, age, familiarity
with metaverses,virtual exhibition spaces, spatial ability and flow state of mind. Then I will tour a
virtual exhibition space and examine the artworks. Finally, I will fill in a questionnaire about my
experience in the virtual exhibition space.
Compensation
I will not be compensated for my participation in this research. No money will be paid for
participating in this research study nor will extra credits be given within the courses.
Confidentiality
Any information obtained in relation to this research study will be reported and published for
scientific purposes. As a participant, any information about my identity will remain confidential and
placed in investigator’s locked secure storage for two years after the completion of the research.
By signing below, I am accepting that I have read and understood this form. I have asked all the
questions I have and I understand what I am being asked to do. By signing below, I accept that I am
willing and would like to participate in this study.
___________________________________ __________________________________
Signature of the Participant Date
___________________________________ __________________________________
Signature of the Investigator Date
___________________________________ __________________________________
Signature of the Advisor Date
133