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Sarmal Gazetecilik Nedir, İletişim Süreçlerini Nasıl Etkiler?

Year 2023, Volume: 8 Issue: 17, 448 - 471, 31.01.2023
https://doi.org/10.37679/trta.1245266

Abstract

21.yy’ın belki de en önemli özelliklerinden biri, teknolojik gelişmelerin hızla meydana gelmesi ve zaman ve mekân algısının bu hız sonucunda tamamen değişmesiyle açıklanabilmektedir. Özellikle 2010 yılı ve sonrasında inşa edilen sosyal medya platformları mekân algısını yeniden inşa ederken, zaman farkını da ortadan kaldırmış, iki kıta arasında iletişime geçmek isteyen insanları birbirine yakınlaştırmıştır.

References

  • Azuma R (1997). A Survey of Augmented Reality. http://www.cs.unc.edu/~azuma/ARpresence.pdf. çevrimiçi: 20 Aralık 2022.
  • Baudrillard, Jean (1994). Der Leichenhaufen von Temesvar, Die Illusion des Endes içinde, Berlin, s. 89-100.
  • Baudrillad, J. (2021). Simülakrlar ve Simülasyon. Ankara: Doğu Batı.
  • Baudrillard, Jean (2003). Simülakrlar ve Simülasyon Ankara: Doğu Batı Yayınları.
  • Bichler- Mehler, Anette, Steiger, Lothar (2014), Augmentierte und Virtuelle Realität, CSR und Digitalisierung içinde, s. 127-142.
  • Cannon, W. (1927). The James-Lange Theory of Emotion: A critical examination and an alternative theory. American Journal of Psychology.
  • Haihan, D., Jiaye, L., Sizheng, F., Zhonghao, L., Xiao, W., & Wei, C. (2021).
  • Holzinger, A. (2000), Basiswissen Multimedia. Vogel.
  • Hunger (2012). VR documentary by Nonny de la Peña. https:// emblematicgroup.com/ experiences/hunger-in-laçevrim içi, (2 Aralık 2022)
  • Klein G (2009). Visual Tracking for Augmented Reality: Edge-based Tracking Techniques for AR Applications. VDM Verlag, Saarbrücken.
  • Lanier J, Biocca F (1992). An Insider’s View of the Future of Virtual Reality. J Commun.
  • Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion in Player Experiences. XEOAnalyses.
  • Marion, P. (1997). Narratologie médiatique et médiagénie des récits. Recherches en communication, n. 7.
  • McKinsey. (2022, 9 12). Value creation in the Metaverse. www.mckinsey.com: https:// www.mckinsey.com/business-functions/growth-marketing-and-sales/ our-insights/value-creation-in-the-Metaverse, çevrim içi 22 Aralık 2022
  • Mersch, Dieter (2018). Meta/dia two different approaches to the medial: Perspectives from German Media Theory, Thinking Media and Beyond kitabında, s. 102- 131.
  • Milgram P, Takemura H, Utsumi A, Kishino F (1994). Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum. Telemanipulator and Telepresence Technologies, s. 282–292.
  • Müllner, W. (2013). Potentiale, Risiken und Grenzen von „Augmented Reality“: Innovation im drei dimensionalen Raum oder „Visuelle Plage“ (Masterthesis). AV Akademikerverlag, Saarbrücken.
  • Oğuz, T. (2018). “Platon’un Mağarası’ndan Sosyal Medyaya Gerçekliğin Görünümü: Filtre Balonu. Kurgu, s. 1-10
  • Partala, T. (2011). Psychological needs and virtual worlds: Case Second Life. Int. J. Hum.-Comput. Stud.
  • Philippi, Kristl /2006). Das Massaker von Temesvar in Rumänien 1989, Vogel, Christine, Bilder des Schreckens. Die mediale Inszenierung von Massakern seit dem 16. Jahrhundert içinde, Frankfurt am Main/New York, s. 221-234.
  • Uskali, T, Gynnild, A. Jones, S. Sirkkunen, E. (2021). Immersive Journalism as Storytelling, Ethics, Production and Design, Routledge, New York.
  • Vetter, Johannes (2011). Semantik WEB im Überblick, http://www.medien.ifi.lmu.de/fileadmin/mimuc/hs_ws0506/papers/Semantic_WEB_Ueberblick.pdf, Universitaet München, München.
  • Metaverse for Social Good: A University Campus Prototype. In Proceedings of the 29th ACM International Conference on Multimedia (MM ’21),Virtual Event, China.
Year 2023, Volume: 8 Issue: 17, 448 - 471, 31.01.2023
https://doi.org/10.37679/trta.1245266

Abstract

References

  • Azuma R (1997). A Survey of Augmented Reality. http://www.cs.unc.edu/~azuma/ARpresence.pdf. çevrimiçi: 20 Aralık 2022.
  • Baudrillard, Jean (1994). Der Leichenhaufen von Temesvar, Die Illusion des Endes içinde, Berlin, s. 89-100.
  • Baudrillad, J. (2021). Simülakrlar ve Simülasyon. Ankara: Doğu Batı.
  • Baudrillard, Jean (2003). Simülakrlar ve Simülasyon Ankara: Doğu Batı Yayınları.
  • Bichler- Mehler, Anette, Steiger, Lothar (2014), Augmentierte und Virtuelle Realität, CSR und Digitalisierung içinde, s. 127-142.
  • Cannon, W. (1927). The James-Lange Theory of Emotion: A critical examination and an alternative theory. American Journal of Psychology.
  • Haihan, D., Jiaye, L., Sizheng, F., Zhonghao, L., Xiao, W., & Wei, C. (2021).
  • Holzinger, A. (2000), Basiswissen Multimedia. Vogel.
  • Hunger (2012). VR documentary by Nonny de la Peña. https:// emblematicgroup.com/ experiences/hunger-in-laçevrim içi, (2 Aralık 2022)
  • Klein G (2009). Visual Tracking for Augmented Reality: Edge-based Tracking Techniques for AR Applications. VDM Verlag, Saarbrücken.
  • Lanier J, Biocca F (1992). An Insider’s View of the Future of Virtual Reality. J Commun.
  • Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion in Player Experiences. XEOAnalyses.
  • Marion, P. (1997). Narratologie médiatique et médiagénie des récits. Recherches en communication, n. 7.
  • McKinsey. (2022, 9 12). Value creation in the Metaverse. www.mckinsey.com: https:// www.mckinsey.com/business-functions/growth-marketing-and-sales/ our-insights/value-creation-in-the-Metaverse, çevrim içi 22 Aralık 2022
  • Mersch, Dieter (2018). Meta/dia two different approaches to the medial: Perspectives from German Media Theory, Thinking Media and Beyond kitabında, s. 102- 131.
  • Milgram P, Takemura H, Utsumi A, Kishino F (1994). Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum. Telemanipulator and Telepresence Technologies, s. 282–292.
  • Müllner, W. (2013). Potentiale, Risiken und Grenzen von „Augmented Reality“: Innovation im drei dimensionalen Raum oder „Visuelle Plage“ (Masterthesis). AV Akademikerverlag, Saarbrücken.
  • Oğuz, T. (2018). “Platon’un Mağarası’ndan Sosyal Medyaya Gerçekliğin Görünümü: Filtre Balonu. Kurgu, s. 1-10
  • Partala, T. (2011). Psychological needs and virtual worlds: Case Second Life. Int. J. Hum.-Comput. Stud.
  • Philippi, Kristl /2006). Das Massaker von Temesvar in Rumänien 1989, Vogel, Christine, Bilder des Schreckens. Die mediale Inszenierung von Massakern seit dem 16. Jahrhundert içinde, Frankfurt am Main/New York, s. 221-234.
  • Uskali, T, Gynnild, A. Jones, S. Sirkkunen, E. (2021). Immersive Journalism as Storytelling, Ethics, Production and Design, Routledge, New York.
  • Vetter, Johannes (2011). Semantik WEB im Überblick, http://www.medien.ifi.lmu.de/fileadmin/mimuc/hs_ws0506/papers/Semantic_WEB_Ueberblick.pdf, Universitaet München, München.
  • Metaverse for Social Good: A University Campus Prototype. In Proceedings of the 29th ACM International Conference on Multimedia (MM ’21),Virtual Event, China.
There are 23 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Analysis / Evaluation
Authors

Büşra Fadim Sarıkaya

Publication Date January 31, 2023
Submission Date January 18, 2023
Acceptance Date January 27, 2023
Published in Issue Year 2023 Volume: 8 Issue: 17

Cite

APA Sarıkaya, B. F. (2023). Sarmal Gazetecilik Nedir, İletişim Süreçlerini Nasıl Etkiler?. TRT Akademi, 8(17), 448-471. https://doi.org/10.37679/trta.1245266

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