This paper examines the issue of place-making in 3D virtual world from the design point of view. It aims to find out what are the elements to create a sense of place. As Second Life currently has the largest users among 3D virtual worlds, it is selected as a study case. The methodology consists of theoretical studies and ethnographic observation. Firstly, literature review of theories regarding place-making in the physical world and the virtual world were done. From that a framework was formulated as a common basis for ethnographic observations and interviews at three real world public spaces and four locations in Second Life. This paper presents findings from the latter. The focus areas are physical settings, activities and experience of users. The observations are discussed and criteria for place-making in multiuser 3D online virtual environments are proposed. This paper will contribute to the understanding of how to design a place rather than space in 3D online virtual world. ©2010, Association for Research in Computer-Aided Architectural Research in Asia (CAADRIA).
CITATION STYLE
Tan, B. K., & Yee, S. L. T. (2010). Place and placelessness in 3D online virtual world. In New Frontiers - Proceedings of the 15th International Conference on Computer-Aided Architectural Design in Asia, CAADRIA 2010 (pp. 103–112). https://doi.org/10.52842/conf.caadria.2010.103
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