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Artificial Life: Graphics and Multimedia Associated Design Experience

Year 2023, Volume: 2 Issue: 1, 10 - 17, 31.03.2023

Abstract

Computer technology has revealed serious transformations on communication-based relationships over the past years. The development of artificial intelligence enables the phenomena of human-made design worlds to be followed in many areas such as cinema, advertising, photography, fashion, architecture and textile. Graphic is a line/drawing activity that has existed in an effort to exhibit nature as an extension of human endeavor and to reproduce what belongs to nature and human as a part of nature. In this context, graphic and design elements ranging from simple lines to complex shapes are used in various branches of art and scientific pursuits. Especially with the development of computer and internet technologies, visual designs for the 'virtual' have come to the fore. These productions observed in every moment and area of life, it almost offers clues to a simulation world and a living space. Artificial life, which is about human beings, presents humans and exhibits utopian narratives, is a time-space design that points to the manifestation of reality in the imaginary, although it emerges from the imagination of human beings. This design is the practice that emerges with the combination of graphics and multimedia, and the developments related to this practice are discussed in the study, new media technologies and the use of these technologies, and a proposition for future life practices has been developed

References

  • Aczél, P. (2017). Beyond persuasion - rhetoric in a virtual world. p.29-40. in Virtual Reality - Real Visuality: Virtual, Visual, Veridical. (Eds.) András Benedek and Ágnes Veszelszki. Wien: Peter Lang Pub.
  • Ambrose, G.& Harris, P. (2010). Görsel tipografi sözlüğü. (Trans.) Bengisu Bayrak. İstanbul: Literatür Pub.
  • Barnard, M. (2010). Sanat, tasarım ve görsel kültür. (Trans.) Güliz Korkmaz. Ankara: Ütopya Pub.
  • Bayraktar, E. and Kaleli, F. (2007). Sanal Gerçeklik ve Uygulama Alanları. p.1-6. Akademik Bilişim 2007. (31th January-2nd February 2007). Dumlupınar University. Kütahya.
  • Cadigan, P. (1993). Virtual reality: as real as you want ıt to be. p.xi-xix. in Virtual Reality: Applications and Explorations. (Ed.) Alan Wexelblat. London: AP Professional.
  • Chan, M. (2014). Virtual reality: representations in contemporary media. NY: Bloomsbury Pub.
  • Craig, A. B., Sherman, W. R. &Will, J. D. (2009). Developing virtual reality applications: foundations of effective design. Boston: Elsevier Pub.
  • Ferhat, S. (2016). Dijital dünyanın gerçekliği, gerçek dünyanın sanallığı bir dijital medya ürünü olarak sanal gerçeklik. TRT Akademi. 1(2). p.724-746.
  • Fischer, E. (1993). Sanatın gerekliliği. (Trans.) Cevat Çapan. Ankara: V Pub.
  • Fore, W. F. (1970). Image and ımpact: how man comes through in the mass media. NY: Friendship Press.
  • Grady, S. M. (2003). Virtual reality: simulating and enhancing the world with computers. NY: Facts On File, Inc.
  • Heskett, J. (2002). Tasarım. (Trans.) Erkan Uzun. Ankara: Dost Pub.
  • Julca, F., Me´ndez, G. and Herva, R. (2020). An ınternal model for characters in virtual environments: emotions, moods and personality. p.91-117. in Virtual Reality Designs. (Eds.) Adriana Peña Pérez Negrón, Graciela Lara López and Héctor Rafael Orozco Aguirre. NY: CRC Press.
  • López, G. L., Pérez Negrón, A. P., Paladines, J. and Rubio, F. (2020). User modelling systems adepted to virtual environments. p.27-54. in Virtual Reality Designs. (Eds.) Adriana Peña Pérez Negrón, Graciela Lara López and Héctor Rafael Orozco Aguirre. NY: CRC Press.
  • Marina, J. A. (2022). Zekanın görsel tarihi: insanlığın kökenlerinden yapay zekaya. (Trans.) Beyza Fırat. İstanbul: Orenda Pub. 17
  • Nyíri, K. (2017). Pictorial truth. p.51-57. in Virtual Reality - Real Visuality: Virtual, Visual, Veridical. (Eds.) András Benedek and Ágnes Veszelszki. Wien: Peter Lang.
  • Rangel Bernal, N. E., Pérez Negrón, A. P., & Jesús Torres Ceja, C. (2020). virtual reality as a tool for behavior analysis and applications. p.1-9. in Virtual Reality Designs. (Eds.) Adriana Peña Pérez Negrón, Graciela Lara López and Héctor Rafael Orozco Aguirre. NY: CRC Press.
  • Sims, K. (1998). Artificial Evolution for Computer Graphics. p.74-95. in Artificial Life for Graphics, Animation, Multimedia, and Virtual Reality. (SIGGRAPH 98 Course 22 Notes) (Ed.) Demetri Terzopoulos. University of Toronto.
  • Sutcliffe, A. (2003). Multimedia and virtual reality: designing multisensory user ınterfaces. London: LEA Pub. Weill, A. (2006). Grafik tasarım. (Trans.) Orçun Türkay. İstanbul: Yapı Kredi Pub.
Year 2023, Volume: 2 Issue: 1, 10 - 17, 31.03.2023

Abstract

Supporting Institution

Destekleyen Kurum Yoktur.

References

  • Aczél, P. (2017). Beyond persuasion - rhetoric in a virtual world. p.29-40. in Virtual Reality - Real Visuality: Virtual, Visual, Veridical. (Eds.) András Benedek and Ágnes Veszelszki. Wien: Peter Lang Pub.
  • Ambrose, G.& Harris, P. (2010). Görsel tipografi sözlüğü. (Trans.) Bengisu Bayrak. İstanbul: Literatür Pub.
  • Barnard, M. (2010). Sanat, tasarım ve görsel kültür. (Trans.) Güliz Korkmaz. Ankara: Ütopya Pub.
  • Bayraktar, E. and Kaleli, F. (2007). Sanal Gerçeklik ve Uygulama Alanları. p.1-6. Akademik Bilişim 2007. (31th January-2nd February 2007). Dumlupınar University. Kütahya.
  • Cadigan, P. (1993). Virtual reality: as real as you want ıt to be. p.xi-xix. in Virtual Reality: Applications and Explorations. (Ed.) Alan Wexelblat. London: AP Professional.
  • Chan, M. (2014). Virtual reality: representations in contemporary media. NY: Bloomsbury Pub.
  • Craig, A. B., Sherman, W. R. &Will, J. D. (2009). Developing virtual reality applications: foundations of effective design. Boston: Elsevier Pub.
  • Ferhat, S. (2016). Dijital dünyanın gerçekliği, gerçek dünyanın sanallığı bir dijital medya ürünü olarak sanal gerçeklik. TRT Akademi. 1(2). p.724-746.
  • Fischer, E. (1993). Sanatın gerekliliği. (Trans.) Cevat Çapan. Ankara: V Pub.
  • Fore, W. F. (1970). Image and ımpact: how man comes through in the mass media. NY: Friendship Press.
  • Grady, S. M. (2003). Virtual reality: simulating and enhancing the world with computers. NY: Facts On File, Inc.
  • Heskett, J. (2002). Tasarım. (Trans.) Erkan Uzun. Ankara: Dost Pub.
  • Julca, F., Me´ndez, G. and Herva, R. (2020). An ınternal model for characters in virtual environments: emotions, moods and personality. p.91-117. in Virtual Reality Designs. (Eds.) Adriana Peña Pérez Negrón, Graciela Lara López and Héctor Rafael Orozco Aguirre. NY: CRC Press.
  • López, G. L., Pérez Negrón, A. P., Paladines, J. and Rubio, F. (2020). User modelling systems adepted to virtual environments. p.27-54. in Virtual Reality Designs. (Eds.) Adriana Peña Pérez Negrón, Graciela Lara López and Héctor Rafael Orozco Aguirre. NY: CRC Press.
  • Marina, J. A. (2022). Zekanın görsel tarihi: insanlığın kökenlerinden yapay zekaya. (Trans.) Beyza Fırat. İstanbul: Orenda Pub. 17
  • Nyíri, K. (2017). Pictorial truth. p.51-57. in Virtual Reality - Real Visuality: Virtual, Visual, Veridical. (Eds.) András Benedek and Ágnes Veszelszki. Wien: Peter Lang.
  • Rangel Bernal, N. E., Pérez Negrón, A. P., & Jesús Torres Ceja, C. (2020). virtual reality as a tool for behavior analysis and applications. p.1-9. in Virtual Reality Designs. (Eds.) Adriana Peña Pérez Negrón, Graciela Lara López and Héctor Rafael Orozco Aguirre. NY: CRC Press.
  • Sims, K. (1998). Artificial Evolution for Computer Graphics. p.74-95. in Artificial Life for Graphics, Animation, Multimedia, and Virtual Reality. (SIGGRAPH 98 Course 22 Notes) (Ed.) Demetri Terzopoulos. University of Toronto.
  • Sutcliffe, A. (2003). Multimedia and virtual reality: designing multisensory user ınterfaces. London: LEA Pub. Weill, A. (2006). Grafik tasarım. (Trans.) Orçun Türkay. İstanbul: Yapı Kredi Pub.
There are 19 citations in total.

Details

Primary Language English
Journal Section Reviews
Authors

Serhat Erdem 0000-0002-3782-0147

Publication Date March 31, 2023
Published in Issue Year 2023 Volume: 2 Issue: 1

Cite

APA Erdem, S. (2023). Artificial Life: Graphics and Multimedia Associated Design Experience. Contemporary Issues of Communication, 2(1), 10-17.

Contemporary Issues of Communication is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0). 

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