About the authors
First name, Middle name, Last name, Scientific degree, Scientific rank, Current position. Full and brief name of the organization, The organization address. | Vagiz G. Akhmetzyanov, associate professor, Kazan State University of Architecture and Engineering, Kazan, Russian Federation E-mail: This e-mail address is being protected from spambots. You need JavaScript enabled to view it , ORCID: 0000-0002-9879-3736 Ruslan O. Luzyanin, Kazan State University of Architecture and Engineering, Kazan, Russian Federation E-mail: This e-mail address is being protected from spambots. You need JavaScript enabled to view it , ORCID: 0009-0007-5549-0173 |
Title of the article | Liminal spaces in the context of the architectural environment: Design Principles |
Abstract. | Problem statement. With the development of robotics, the concept of the "uncanny valley," which emerged due to the awkward appearance of androids from the 1970s, has gained popularity in the scientific community. Subsequent advancements in design within robotics have enabled the creation of more realistic humanoid androids. However, based on the phenomenon of boundary of psychological categories, new effects have emerged, including the phenomenon of "liminal" architectural spaces capable of evoking intense emotional reactions in users of architectural spaces. At the same time, unlike the complex realization of real architecture, the field of level design offers the possibility to design any type of space—both liminal and strictly categorized—thereby creating comfortable conditions for interaction. The aim of research is to develop a methodology for creating emotionally effective architectural spaces based on analyzing the experience of architectural implementation in video games and design in robotics. Research objectives: Analyze the psychological aspects of the formation and influence of various architectural spaces in video games on viewers; Identify the reasons for the specific psychological impact of architectural spaces; Interpret the psychological experience of game levels designing for developing a methodology for the compositional organization of real architecture. Results. The study revealed that architectural modeling in video games, which had previously not received sufficient attention in the scientific community, contains a number of pragmatic insights that can be successfully applied to real architecture and other fields related to spatial perception. Unlike aesthetic architectural concepts based on the transformation of decor and ergonomics, the application of architectural space modeling experience from video games can enhance psychological effectiveness by relying on the principle of fixed perspective. The analysis of gaming experience also allows for the manipulation of psychological categories of architectural spaces, evoking emotions of awe or horror in viewers, which may find practical application. Conclusions. The research identified the characteristic features of psychologically effective architectural spaces that can be incorporated into the process of creating volumetric compositions. Architectural form-making can move away from planar aesthetic concepts and instead focus on significant psychological reactions associated with fear or awe, thereby enabling the creation of psychologically effective spaces. |
Keywords. | liminal space, architectural space, video games, architecture, level design |
For citations: | Akhmetzyanov V.G., Luzyanin R.O. Liminal spaces in the context of the architectural environment: Design Principles // News of KSUAE, 2025, № 1(71), p. 219-239, DOI: 10.48612/NewsKSUAE/71.18, EDN: SHVYUQ |