A Study on Virtual Space Design Based on the Concept of Emptiness (無): Focusing on Cases from SF Films
A Study on Virtual Space Design Based on the Concept of Emptiness (無): Focusing on Cases from SF Films
박변갑(서울시립대학교 디자인전문대학원 공공환경디자인전공)
20권 2호, 91~102쪽
초록
(Background and Purpose) As virtual spaces continue to evolve as platforms for human experiences and interactions, their fundamental nature and meaning remain ambiguous. Existing virtual space designs, primarily based on Western spatial theories, often replicate physical environments without adequately reflecting the relational characteristics of space. This study aims to explore how virtual spaces can be formed and acquire meaning through relational dynamics, drawing on the Eastern philosophical concept of ‘Emptiness (無)’, and to propose a new approach to virtual space design. (Method) This study employed a combination of literature review and case analysis. First, it compared Western spatial theories with Eastern philosophical perspectives, focusing on the Taoist concepts of Emptiness and Relational Space. Based on this theoretical framework, four SF films were selected for case analysis: The Matrix (1999), Inception (2010), Ready Player One (2018), and Blade Runner 2049 (2017). Each film was analyzed through four criteria: formation of virtual space, transformation and fluidity, user-space interaction, and philosophical meaning and symbolism. The reason for selecting SF films as the primary case studies is that they visually depict the concept and implementation of virtual space, serving as a medium that concretizes diverse imaginations about future societies and technologies. (Results) The analysis revealed that virtual spaces are not predefined structures but rather dynamic environments shaped by user participation and relational interactions. In The Matrix, space was reconfigured according to Neo's perception and choices, while Inception illustrated how dream architects construct and modify space in real-time through interaction. Ready Player One's ‘Oasis’ functioned as an expansive platform that evolved with user engagement, and Blade Runner 2049 depicted holograms and augmented reality adapting fluidly to personal experiences and emotions. (Conclusions) This study highlights the need for a relational and dynamic approach to virtual space design, grounded in the concept of Emptiness. This approach emphasizes designing spaces that evolve through user interactions rather than presenting fixed structures. It also positions virtual space as a meaningful environment for exploring existence and identity, offering personalized design strategies tailored to individual experiences. This study presents a conceptual framework for relational virtual space design based on the Eastern philosophical concept of Emptiness; however, it is limited in that it focuses on theoretical exploration and SF film analysis, without addressing the practical implementation of technology or conducting empirical evaluations of user experience. Future research should further develop this conceptual framework by applying it to design practices and conducting empirical evaluations through prototypes and user testing.
Abstract
(Background and Purpose) As virtual spaces continue to evolve as platforms for human experiences and interactions, their fundamental nature and meaning remain ambiguous. Existing virtual space designs, primarily based on Western spatial theories, often replicate physical environments without adequately reflecting the relational characteristics of space. This study aims to explore how virtual spaces can be formed and acquire meaning through relational dynamics, drawing on the Eastern philosophical concept of ‘Emptiness (無)’, and to propose a new approach to virtual space design. (Method) This study employed a combination of literature review and case analysis. First, it compared Western spatial theories with Eastern philosophical perspectives, focusing on the Taoist concepts of Emptiness and Relational Space. Based on this theoretical framework, four SF films were selected for case analysis: The Matrix (1999), Inception (2010), Ready Player One (2018), and Blade Runner 2049 (2017). Each film was analyzed through four criteria: formation of virtual space, transformation and fluidity, user-space interaction, and philosophical meaning and symbolism. The reason for selecting SF films as the primary case studies is that they visually depict the concept and implementation of virtual space, serving as a medium that concretizes diverse imaginations about future societies and technologies. (Results) The analysis revealed that virtual spaces are not predefined structures but rather dynamic environments shaped by user participation and relational interactions. In The Matrix, space was reconfigured according to Neo's perception and choices, while Inception illustrated how dream architects construct and modify space in real-time through interaction. Ready Player One's ‘Oasis’ functioned as an expansive platform that evolved with user engagement, and Blade Runner 2049 depicted holograms and augmented reality adapting fluidly to personal experiences and emotions. (Conclusions) This study highlights the need for a relational and dynamic approach to virtual space design, grounded in the concept of Emptiness. This approach emphasizes designing spaces that evolve through user interactions rather than presenting fixed structures. It also positions virtual space as a meaningful environment for exploring existence and identity, offering personalized design strategies tailored to individual experiences. This study presents a conceptual framework for relational virtual space design based on the Eastern philosophical concept of Emptiness; however, it is limited in that it focuses on theoretical exploration and SF film analysis, without addressing the practical implementation of technology or conducting empirical evaluations of user experience. Future research should further develop this conceptual framework by applying it to design practices and conducting empirical evaluations through prototypes and user testing.
- 발행기관:
- 한국공간디자인학회
- 분류:
- 실내환경디자인