When you enter a 3D program, you typically encounter two artifacts in virtual space: a grid and an origin. Located at 0,0,0,1 the "center" in a standard 3D coordinate system, the origin is a conventional object that signifies the three primary axes of 3D space. Therefore, the origin is literally an original sign of virtual space. But it is also much more than a sign — its position and orientation define the very notion of what we call “space.” You must design it.
The 3D axes are almost always referred to in the order XYZ, not ZYX or any other order. If you are going to color the axes, RGB is the easiest scheme to use because it’s the most commonly recognized triplex of colors. If you are going to use RGB, then mapping R to X, G to Y, and B to Z is the most obvious and memorable mapping because users simply map the colors to the axes in the same order as their acronyms.
Of course, origins can be local or global. Every object and environment has its origin that may or may not be located at its geometric "center." If you decide to take the origin out of VR and place it in RR (real reality), real objects and environments are rendered virtual by their inherent proximity to the origin object. Which is the original origin, VR or RR?
The realization of the Virtual inevitably leads to the virtualization of the Real. This does not mean the end of the Real, but simply offers a new understanding among various perspectives. The goal is not to make some critical or ironic statement about the discord between the Virtual and the Real, nor is the goal to announce some triumphant post-digital style where the virtual world is recklessly translated into the physical world. The purpose is to redesign the center of Architecture again.
1 For anyone interested in OOO, the coordinate (0,0,0) may provide a useful spatial analogy for understanding an object and its orientation in explicit computational terms.