Fiziksel ve Metaevren İç Mekânlarının Karşılaştırmalı Analizi: The Sandbox Platformunda Louvre Müzesi Örneği
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2025
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Metaevren; sanal gerçeklik (VR), artırılmış gerçeklik (AR) ve blok zinciri teknolojilerinin gelişimiyle, fiziksel mekân deneyimlerinin ötesinde yeni bir tasarım ve etkileşim alanı olarak ortaya çıkmıştır. İç mimarlık disiplini açısından bu alan, kullanıcı odaklı mekân kurgularının yeniden tanımlanmasına olanak tanımaktadır. Bu tezde, fiziksel mekânlar ile metaevren mekânları karşılaştırmalı olarak ele alınmış; örnek olay olarak Sandbox platformunda yeniden kurgulanan Louvre Müzesi incelenmiştir. Çalışmada, fiziksel ve sanal Louvre mekânları mekân planlaması, kullanıcı gereksinimleri, mobilya-donatı düzenlemeleri, ergonomi, renk, malzeme ve aydınlatma tasarımı gibi ölçütler üzerinden değerlendirilmiştir. Araştırmada, sistematik literatür taraması ve gözleme dayalı yöntem kullanılmış; fiziksel müze için saha gözlemleri, dijital temsil için ise video kayıtları ve platformun sunduğu kullanıcı senaryoları temel alınmıştır. Elde edilen bulgulara göre metaevren iç mekânları, fiziksel mekânlardan farklı olarak esneklik, deneyim odaklılık ve oyunlaştırma unsurlarıyla öne çıkmakta; kullanıcı etkileşimini daha çok merkeze alan ve sınırları ortadan kaldıran bir tasarım yaklaşımı sunmaktadır. Bununla birlikte, fiziksel mekânlarda öne çıkan ergonomi ve malzeme duyusallığı gibi nitelikler dijital ortamlarda farklı biçimlerde karşılanmaktadır. Sonuç olarak, bu çalışma metaevren mekânlarının iç mimarlık disiplini için geliştirdiği yeni tasarım paradigmasını ortaya koymakta ve fiziksel–sanal mekân etkileşimini iç mimarlık araştırmalarına özgün bir katkı olarak sunmaktadır.
The metaverse, emerging through the development of virtual reality (VR), augmented reality (AR), and blockchain technologies, has become a new domain of design and interaction that transcends physical spatial experiences. From the perspective of interior architecture, this environment enables the redefinition of user-oriented spatial constructs. This thesis comparatively examines physical and metaverse-based spaces, focusing on the reconstructed Louvre Museum within The Sandbox platform as a case study. The study evaluates both the physical and virtual Louvre spaces based on criteria such as spatial planning, user requirements, furniture–equipment arrangements, ergonomics, color, material, and lighting design. The research employed a systematic literature review and observational methods; on-site observations were conducted for the physical museum, while video records and user scenarios provided by the platform formed the basis for the digital representation. The findings reveal that metaverse interiors, unlike their physical counterparts, are characterized by flexibility, experience-centered design, and gamification elements, offering a user-driven approach that removes spatial boundaries. However, qualities such as ergonomics and material tactility, prominent in physical environments, are interpreted in alternative ways in digital settings. In conclusion, this study demonstrates the new design paradigm that metaverse spaces introduce to the field of interior architecture and presents the interaction between physical and virtual spaces as a unique contribution to interior architecture research.
The metaverse, emerging through the development of virtual reality (VR), augmented reality (AR), and blockchain technologies, has become a new domain of design and interaction that transcends physical spatial experiences. From the perspective of interior architecture, this environment enables the redefinition of user-oriented spatial constructs. This thesis comparatively examines physical and metaverse-based spaces, focusing on the reconstructed Louvre Museum within The Sandbox platform as a case study. The study evaluates both the physical and virtual Louvre spaces based on criteria such as spatial planning, user requirements, furniture–equipment arrangements, ergonomics, color, material, and lighting design. The research employed a systematic literature review and observational methods; on-site observations were conducted for the physical museum, while video records and user scenarios provided by the platform formed the basis for the digital representation. The findings reveal that metaverse interiors, unlike their physical counterparts, are characterized by flexibility, experience-centered design, and gamification elements, offering a user-driven approach that removes spatial boundaries. However, qualities such as ergonomics and material tactility, prominent in physical environments, are interpreted in alternative ways in digital settings. In conclusion, this study demonstrates the new design paradigm that metaverse spaces introduce to the field of interior architecture and presents the interaction between physical and virtual spaces as a unique contribution to interior architecture research.
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İç Mimari ve Dekorasyon, Interior Design and Decoration
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