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AR Sanatının Toplumsal Farkındalık Üzerindeki Etkisi: Bir Vaka İncelemesi

Year 2024, Volume: 4 Issue: 2, 196 - 212, 19.12.2024
https://doi.org/10.56590/stdarticle.1549288

Abstract

Çalışmanın Amacı: Bu makale, artırılmış gerçeklik (AR) sanatının toplumsal farkındalığı artırmadaki ve toplumsal değişimi sağlamadaki rolünü incelemeyi amaçlamaktadır. Araştırmanın merkezi odak noktası, AR’nin yeni bir medya sanatı olarak, izleyici etkileşimini ve duygusal tepkileri nasıl güçlendirdiğini ve bu sayede sanatsal aktivizm için güçlü bir araç haline geldiğini anlamaktır.
Literatür İncelemesi/Arka Plan: AR sanatı, dijital unsurları fiziksel dünyaya yerleştirerek izleyicilerin pasif gözlemcilerden aktif katılımcılara dönüşmesini sağlayan benzersiz bir araç sunmaktadır. Bu etkileşim, sosyal konulara ilişkin anlayışın ve duygusal yatırımın derinleşmesini sağlar. Çalışma, özellikle kadın hakları ve kimlik mücadeleleri bağlamında, etkileşimli AR sanatının toplumsal normları nasıl sorguladığını ve empatiyi nasıl tetiklediğini inceleyerek literatürdeki boşluğu doldurmayı amaçlamaktadır.
Yöntem: Araştırma, yazar tarafından yaratılan "Çalınan Kimliğim" adlı AR eserine odaklanan bir vaka incelemesi yaklaşımı kullanmaktadır. Bu eser, İran'da kadınların kimliklerine yönelik şiddet sorununu AR aracılığıyla incelemektedir.
Bulgular: Bulgular, AR sanatının izleyici etkileşimini önemli ölçüde artırdığını ve izleyicilerin aktif katılımcılara dönüştüğünü göstermektedir. Bu etkileşimli deneyim, empatiyi artırmakta ve İranlı kadınların kimlik mücadeleleri gibi karmaşık sosyal konuların daha derin bir şekilde anlaşılmasını sağlamaktadır. Bu interaktif yaklaşım, anlamlı bir diyaloğun başlamasına ve toplumsal eylemlerin teşvik edilmesine olanak tanımaktadır.
Sonuç: AR sanatı, toplumsal aktivizmde izleyicileri dahil etmenin devrim niteliğinde bir yöntemini sunmakta olup, toplumsal normları sorgulama ve değişim ilhamı verme gücüne sahiptir. İzleyicileri ele alınan sorunların içine çekerek, AR sanatı daha derin bir duygusal ve entelektüel tepkiyi teşvik eder ve bu da onu özellikle kadın hakları alanında toplumsal adalet mücadelesinde değerli bir araç haline getirir.

References

  • ALI, H. (2021). I Am a Refugee. International Journal of Art and Technology, 14(3), 245-259. https://doi.org/10.1504/IJART.2021.000000
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  • CUMMINGS, J. J., & BAILENSON, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272-309. https://doi.org/10.1080/15213269.2015.1015740
  • FREEMAN, D., BRADLEY, J., & ANTLEY, A. (2009). Virtual reality in the assessment, understanding, and treatment of mental health disorders. Journal of Behavior Therapy and Experimental Psychiatry, 40(3), 309-318. https://doi.org/10.1016/j.jbtep.2008.10.007
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  • GRAHAM, B., & COOK, S. (2010). Rethinking curating: Art after new media. MIT Press.
  • GREENBERG, C. (2013). Russian constructivism. Yale University Press.
  • HARRIS, J. (2004). Jenny Holzer's "Truisms": An Art of Political Texts. Journal of Contemporary Art Studies, 12(3), 55-72. https://doi.org/10.1080/10606240490453029
  • HEILIG, M. (1962). Sensorama simulator (U.S. Patent No. 3,050,870). U.S. Patent and Trademark Office. Retrieved from https://patents.google.com/patent/US3050870A
  • HOFFMAN, H. G., GARCIA-PALACIOS, A., & CARLIN, A. S. (2001). Virtual reality as an adjunctive pain control during wound care for patients with complex regional pain syndrome: A case study. CyberPsychology & Behavior, 4(6), 527-535. https://doi.org/10.1089/109493101753235878
  • KLEVBERG, K. M. (2017). Virtual reality for training: The future of simulation. Training & Development Journal, 21(4), 45-56. https://doi.org/10.1080/09593985.2017.1285382
  • KRUEGER, M. (1991). Artificial reality. Addison-Wesley.
  • LOZANO-HEMMER, R. (2000). Vectorial Elevation. Retrieved from https://www.lozano-hemmer.com/vectorial_elevation.php
  • MILGRAM, P., & KISHINO, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.
  • McCORMICK, M. I. (2016). The role of virtual reality in creative expression and storytelling. Journal of Creative Technologies, 12(1), 56-67. https://doi.org/10.1080/10109785.2016.1145179
  • OETTERMANN, S. (1997). The panorama: History of a mass medium. Zone Books.
  • PAUL, C. (2003). Digital art. Thames & Hudson.
  • SCHNEIDER, R. (1999). The Electronic Disturbance Theater and the future of digital protest. International Journal of Art and Technology, 3(4), 245-259. https://doi.org/10.1504/IJART.1999.000000
  • SKARBEZ, R., BROOKS, A. L., & WHITTON, M. C. (2017). A survey of presence and related concepts. ACM Computing Surveys (CSUR), 50(6), 1-39.
  • SLATER, M., & WILBUR, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. ACM Transactions on Computer-Human Interaction, 2(3), 204-235. https://doi.org/10.1145/263735.263740
  • SUTHERLAND, I. E. (1968). A head-mounted three-dimensional display. Proceedings of the Fall Joint Computer Conference, 33, 757-764. https://doi.org/10.1145/1476589.1476686
  • YOUNG, S. (2004). Nam June Paik: Exposition of music – Electronic television. MIT Press.

The Impact of AR Art on Social Awareness: A Case Study

Year 2024, Volume: 4 Issue: 2, 196 - 212, 19.12.2024
https://doi.org/10.56590/stdarticle.1549288

Abstract

The Purpose of Study: This article aims to explore the role of augmented reality (AR) art in fostering social awareness and driving social change. The central focus is to understand how AR, as a new media art form, enhances audience engagement and emotional response through immersive interaction, making it a powerful tool for artistic activism.
Literature Review/Background: AR art offers a unique medium by overlaying digital elements onto the physical world, allowing audiences to become active participants rather than passive observers. This interaction deepens understanding and emotional investment in social issues. The study fills a gap in the literature by examining the impact of interactive AR art in challenging societal norms and evoking empathy, particularly in the context of women's rights and identity struggles.
Method: The research utilizes a case study approach, focusing on the AR artwork "My Stolen Identity," created by the author. This piece uses AR to explore the issue of violence against women's identity in Iran.
Results: The findings suggest that AR art significantly enhances audience engagement by transforming them into active participants. The immersive experience fosters empathy and a deeper understanding of complex social issues, such as the identity struggles faced by Iranian women. This interactive approach demonstrates the potential of AR art to spark meaningful dialogue and motivate social action.
Conclusion: AR art presents a revolutionary method for engaging audiences in social activism, with the power to challenge societal norms and inspire change. By immersing viewers in the issues at hand, AR art contributes to a more profound emotional and intellectual response, positioning it as a valuable tool in the fight for social justice, particularly in the area of women's rights.

References

  • ALI, H. (2021). I Am a Refugee. International Journal of Art and Technology, 14(3), 245-259. https://doi.org/10.1504/IJART.2021.000000
  • BAILENSON, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. W.W. Norton & Company.
  • BAILENSON, J. N., BLASCOVICH, J., BEALL, A. C., & LOOMIS, J. M. (2008). Immersive virtual reality for rehabilitation. Journal of Rehabilitation Research and Development, 45(6), 775-786. https://doi.org/10.1682/JRRD.2008.02.0027
  • BISHOP, C. (2012). Artificial hells: Participatory art and the politics of spectatorship. Verso.
  • CAMERON, J. (2018). Interactive art and the digital age: Art and technology in contemporary practice. Routledge.
  • CUMMINGS, J. J., & BAILENSON, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272-309. https://doi.org/10.1080/15213269.2015.1015740
  • FREEMAN, D., BRADLEY, J., & ANTLEY, A. (2009). Virtual reality in the assessment, understanding, and treatment of mental health disorders. Journal of Behavior Therapy and Experimental Psychiatry, 40(3), 309-318. https://doi.org/10.1016/j.jbtep.2008.10.007
  • GIDAL, P. (2008). The work of Wolf Vostell. Thames & Hudson.
  • GRAHAM, B., & COOK, S. (2010). Rethinking curating: Art after new media. MIT Press.
  • GREENBERG, C. (2013). Russian constructivism. Yale University Press.
  • HARRIS, J. (2004). Jenny Holzer's "Truisms": An Art of Political Texts. Journal of Contemporary Art Studies, 12(3), 55-72. https://doi.org/10.1080/10606240490453029
  • HEILIG, M. (1962). Sensorama simulator (U.S. Patent No. 3,050,870). U.S. Patent and Trademark Office. Retrieved from https://patents.google.com/patent/US3050870A
  • HOFFMAN, H. G., GARCIA-PALACIOS, A., & CARLIN, A. S. (2001). Virtual reality as an adjunctive pain control during wound care for patients with complex regional pain syndrome: A case study. CyberPsychology & Behavior, 4(6), 527-535. https://doi.org/10.1089/109493101753235878
  • KLEVBERG, K. M. (2017). Virtual reality for training: The future of simulation. Training & Development Journal, 21(4), 45-56. https://doi.org/10.1080/09593985.2017.1285382
  • KRUEGER, M. (1991). Artificial reality. Addison-Wesley.
  • LOZANO-HEMMER, R. (2000). Vectorial Elevation. Retrieved from https://www.lozano-hemmer.com/vectorial_elevation.php
  • MILGRAM, P., & KISHINO, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.
  • McCORMICK, M. I. (2016). The role of virtual reality in creative expression and storytelling. Journal of Creative Technologies, 12(1), 56-67. https://doi.org/10.1080/10109785.2016.1145179
  • OETTERMANN, S. (1997). The panorama: History of a mass medium. Zone Books.
  • PAUL, C. (2003). Digital art. Thames & Hudson.
  • SCHNEIDER, R. (1999). The Electronic Disturbance Theater and the future of digital protest. International Journal of Art and Technology, 3(4), 245-259. https://doi.org/10.1504/IJART.1999.000000
  • SKARBEZ, R., BROOKS, A. L., & WHITTON, M. C. (2017). A survey of presence and related concepts. ACM Computing Surveys (CSUR), 50(6), 1-39.
  • SLATER, M., & WILBUR, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. ACM Transactions on Computer-Human Interaction, 2(3), 204-235. https://doi.org/10.1145/263735.263740
  • SUTHERLAND, I. E. (1968). A head-mounted three-dimensional display. Proceedings of the Fall Joint Computer Conference, 33, 757-764. https://doi.org/10.1145/1476589.1476686
  • YOUNG, S. (2004). Nam June Paik: Exposition of music – Electronic television. MIT Press.
There are 25 citations in total.

Details

Primary Language English
Subjects Radio-Television
Journal Section Reviews
Authors

Nafise Esmael Motlagh 0000-0002-0924-6969

Early Pub Date December 18, 2024
Publication Date December 19, 2024
Submission Date September 12, 2024
Acceptance Date November 30, 2024
Published in Issue Year 2024 Volume: 4 Issue: 2

Cite

APA Esmael Motlagh, N. (2024). The Impact of AR Art on Social Awareness: A Case Study. ART/Icle: Sanat Ve Tasarım Dergisi, 4(2), 196-212. https://doi.org/10.56590/stdarticle.1549288

ART/icle: Journal of Art and Design

ISSN: 2718-1057
e-ISSN: 2791-7665