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Free Content Using 2D photography as a 3D constructional tool within the metaverse

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Abstract:

Photography is a powerful 2D representation tool to document 3D volumes like architecture. It is possible to manipulate photos with 2D tools like Photoshop in order to suggest new 3D re/formations and re/interpret architecture. One can alternatively use 2D textures as mappings to create realistic 3D model renderings. This project is a combination of these two approaches: photographing architecture, turning the resulting photos into transparent image files, and then mapping these photos onto 3D volumes in order to create a new architecture from an existing architecture.

One of the advantages of using photographs to create architecture is that the photo pool can easily be composed of visuals from various cultures and you may end up using an amalgam of visuals from, say, so-called opposite cultures. This possibility reminds the peaceful collaboration of musicians from different cultures to create a unique music. In addition, this act can also be taken as a migration of media through appropriation of photography for 3D volume creation and re/presentation. At this point, we are talking about a double representation, since photography is a representation tool already and it gains another representational dimension when it is remapped onto 3D volumes for the construction of an alternative reality.

This article concentrates on using a representation tool (photography) to construct a 3D space (architecture) within a virtual 3D environment (Second Life). During the process the concepts of perception, reality, cultural context, re/presentation and appropriation will be examined.

Keywords: construct; metaverse; perception; perspectivism; photography; representation; virtual architecture; virtual reality

Document Type: Research Article

DOI: http://dx.doi.org/10.1386/mvcr.1.1.35_1

Affiliations: Sabanci University.

Publication date: November 1, 2010

More about this publication?
  • Metaverse Creativity is a refereed journal focusing on the examination of creativity in user-defined online virtual worlds such as Second LifeĀ®. While such creative activity includes artistic activity, this definition should in no way be limited to artistic output alone but should encompass the output of the various disciplines of design - such as fashion and object design, landscaping and virtual architecture - that are currently all amply manifest in Second LifeĀ®.
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