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The Key Sanal Gerçeklik Deneyimi Üzerine Bir Analiz

Year 2021, Issue: 38, 439 - 454, 31.12.2021
https://doi.org/10.17829/turcom.930923

Abstract

Tarih boyunca gerçeğe ulaşma çabası içerisinde olan insanlık, bu sorunsalına çağlar boyunca değişen
ve gelişen anlatılar ve araçlar ile yanıtlar aramıştır. Kullanılan araçlar değiştikçe anlatıların kodları da
değişime uğramıştır. Gerçeklik arayışı değişen insanlık artık günümüzde gelişen dijital teknoloji ile kendi
gerçekliğini yaratmaya başlamıştır. İlk çağlardan bugüne gerçekliğe ve onun kökenine atfedilen tüm sorular
ve yanıtlar bugün dijital olarak üretilebilen gerçeklikler üzerinden farklı bir boyut kazanmıştır. Buradan
hareketle bu çalışmada sinemada kullanılan biçem analizinin sanal gerçekliğe uyarlanması ile bir analiz
gerçekleştirilecektir. Çalışmada The Key sanal gerçeklik içeriği analiz edilecektir. İçerikte savaştan kaçan
bir mültecilerin kızın başından geçen olaylara odaklanılmakta ve bu olaylar sanal gerçeklik teknolojisi ile
kullanıcıya aktarılmaya çalışılmaktadır. Analizde sanal gerçeklik anlatısının kodlarına ve yapısına ilişkin
sorulara yanıtlar aranmıştır. Analiz sonucunda The Key sanal gerçeklik içeriğinin empati yaratma ve
deneyimleri aktarma konusunda başarılı olduğu görülmüştür. İnteraktivite ve kullanıcı katılımı noktasında
ise aksamalara eksikliklere rastlanmıştır. Bu eksikler sanal gerçekliğin en temel yeteneklerinden birisi olan
etkileşim ve katılım noktasında içeriğin zayıf kalmasına neden olmaktadır. Genel olarak bakıldığında ise
mevcut eksikliklerine rağmen kurgu ve akış noktasındaki başarılı yapısı ile etkili ve yeterli bir içerik olduğu
sonucuna varılmıştır.

Supporting Institution

Mersin Üniversitesi

Project Number

2019-3-TP3-3820 nolu BAP projesi

References

  • Bailenson, J. (2016). The trials and tribulations of narrative in VR: The Stanford Ocean Acidification Experience, Youtube. 09.06.2021 tarihinde https://www.youtube.com/watch?v=G6mmXcNE7co adresinden edinilmiştir.
  • Bielskyte, M. (2016). The new storytellers II: World-building: Best practices for creating story worlds, Youtube. 09.06.2021 tarihinde https://www.youtube.com/watch?v=jtr0AZK64Do adresinden edinilmiştir.
  • Brown, E. ve Cairns, P. (2004). A grounded investigation of game immersion. Extended abstracts of the 2004 Conference on Human Factors and Computing Systems – CHI ’04, 1297-1300.
  • Coelho, C., Tichon, G. J., Hine, T. J., Wallis, G. M. ve Riva, G. (2006). Media presence and inner presence: The sense of presence in virtual reality technologies. In G. Riva, M.T. Anguera, B.K. Wiederhold, F. Mantovani (Eds.) Communication to Presence (ss. 25-46). Amsterdam, Netherlands: IOS Press.
  • Douglas, Y. ve Hargadon, A. (2000). The pleasure principle: Immersion, engagement, flow. In Proceedings of the Eleventh ACM on Hypertext and hypermedia (HYPERTEXT ‘00). 153-160, Berlin, Germany.
  • Erkılıç, H. ve Dönmez, S. (2020). Sanal gerçeklik anlatısının izini sürmek: Trinity VR ve Selyatağı VR örnekleri. SineFilozofi, Özel Sayı (2), 318-344.
  • Fagan, K. (2018). Here’s what happens to your body when you’ve been in virtual reality for too long. Business Insider. 09.06.2021 tarihinde https://www.businessinsider.com/virtual-reality-vr-side-effects-2018-3 adresinden edinilmiştir.
  • Fonseca, D. (2016). Effect of immersive (360◦) video on attitude and behavior change, Master Thesis, Aalborg University, Denmark.
  • Fullerton, T. (2014). Game design workshop. Taylor&Francis Group. CRC Press.
  • Gottschall, J. (2012). The storytelling animal. New York, Houghton Mifflin Harcourt Publishing.
  • Grand View Research. (2021). Virtual reality market size, Share & Trends Analysis Report. 09.09.2021 tarihinde https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-market adresinden edinilmiştir.
  • Hadjioannou, M. (2012). From light to byte, toward an ethics of digital cinema. London. University of Minnesota Press.
  • Harari, Y. N. (2015). Hayvanlardan tanrılara sapiens. (E. Genç). İstanbul. Kolektif Kitap. (Orijinal eser yayın tarihi: 2012).
  • Heaton, N. T. (2020). Narrative presence in virtual reality experiences. University of Lethbridge Research Repository OPUS. 09.06.2021 tarihinde https://opus.uleth.ca/bitstream/handle/10133/5768/HEATON_ NEAL_MFA_2020.pdf?sequence=7&isAllowed=y adresinden edinilmiştir.
  • Heeter, C. (1992). Being there: The subjective experience of presence. Presence Teleoperators & Virtual Environments, 1(2), 262—271.
  • Jenkins, H. (2006). Convergence culture. New York. New York University Press.
  • Jerald, J. (2016). The Vr book human-centered design for virtual reality, ACM Books
  • Lescop, L ve Suner, B. (2020). Designing intradiegetic and extradiegetic spaces for virtual reality. eCAADe 2020, Institute of Architecture, Technische Universität Berlin, 545-554, Germany.
  • Lévy, P. (1998). Becoming virtual, reality in the digital age. U.S.A. Plenum Press.
  • Manovich, L. (2001). The language of new media. London. MIT Press.
  • Mestre, D. R. (2005). Immersion and presence. 09.06.2021 tarihinde http://www.ism.univmed.fr/mestre/projects/ virtual%20reality/Pres_2005.pdf adresinden edinilmiştir.
  • Molo, Ü. (2020). Sanal gerçeklik ve 360 derece film. Ankara. Nobel Yayıncılık.
  • Perez, J., M. (2016). Cinematic Virtual reality: A definition and classification proposal. Department of Advertising, Public Relations and Audiovisual Communication, Final Degree Project. University of Barcelona.
  • Qin, H., Rau, P.P. ve Salvendy, G. (2009). Measuring player immersion in the computer game narrative. International Journal of Human-Computer Interaction, 25(2), 107–133.
  • Sarı, M. (2017). Belgeselde yeni ufuklar: VR (sanal gerçeklik) belgeselleri ve anlatım olanakları. İçinde H. Kuruoğlu, A. Parsa (Ed.), Belgesel Filmde Zamanın Ruhu Belgesel Filmde Değişen Anlam ve Anlatım (ss. 101-116). Ankara, Detay Yayıncılık.
  • Serter, S. (2013). Lütfi Ömer Akad ve Yalnızlar Rıhtımı (1959): Biçemsel bir analiz. Selçuk İletişim, 5(4), 136-147.
  • Solsman, J. (2019). How Tribeca’s VR award winner The Key made magic out of metaphor. Cnet. 21.11.2021 tarihinde https://www.cnet.com/tech/mobile/tribeca-film-fest-vr-award-winner-the-key-made-magicout- of-metaphor/ adresinden edinilmiştir.
  • Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication 42(4), 73-93.
  • Thomas, S. (2019). The star in VR. Celebrity Studies, 10(6), 453-468
  • Weib, P. (2019). The Key: Straddling mystery and harsh reality. Vrgeschichten. 09.06.2021 tarihinde https:// vrgeschichten.de/en/the-key-straddling-mystery-and-harsh-reality adresinden edinilmiştir.
  • Yengin, D. ve Bayrak, T. (2017). Sanal gerçeklik. İstanbul. Der Yayınları.

An Analysis on the The Key Virtual Reality Experience

Year 2021, Issue: 38, 439 - 454, 31.12.2021
https://doi.org/10.17829/turcom.930923

Abstract

Humanity attempted to reach out to reality and seek answers to the questions about it throughout history
by narratives and tools that have transformed throughout the ages. As the tools used changed, the codes
of the narratives also changed. Humanity, whose search for reality has changed, has now started to create
its own reality with the developing digital technology. All the questions and answers attributed to reality
and its origin since the early ages have gained a different dimension today through the realities that can be produced digitally. Virtual reality technology, which is one of the most important narrative tools of the
digital age, also needs to be analyzed with its codes and narrative structure in this context. From this point
of view, in this study, an analysis will be carried out by adapting the style analysis used in cinema to virtual
reality. In the study, The Key virtual reality content will be analyzed. The content focuses on the events
experienced by a girl of a refugee fleeing the war, and these events are tried to be conveyed to the user with
virtual reality technology. In the analysis, answers were sought to questions about the codes and structure
of the virtual reality narrative. As a result of the analysis, it was seen that The Key virtual reality content was
successful in creating empathy and conveying experiences. In terms of interactivity and user participation,
disruptions and deficiencies were encountered. These deficiencies cause the content to remain weak at
the point of interaction and participation, which is one of the most basic capabilities of virtual reality. In
general, it has been concluded that despite its current shortcomings, it is an effective and sufficient content
with its successful structure in editing and flow.

Project Number

2019-3-TP3-3820 nolu BAP projesi

References

  • Bailenson, J. (2016). The trials and tribulations of narrative in VR: The Stanford Ocean Acidification Experience, Youtube. 09.06.2021 tarihinde https://www.youtube.com/watch?v=G6mmXcNE7co adresinden edinilmiştir.
  • Bielskyte, M. (2016). The new storytellers II: World-building: Best practices for creating story worlds, Youtube. 09.06.2021 tarihinde https://www.youtube.com/watch?v=jtr0AZK64Do adresinden edinilmiştir.
  • Brown, E. ve Cairns, P. (2004). A grounded investigation of game immersion. Extended abstracts of the 2004 Conference on Human Factors and Computing Systems – CHI ’04, 1297-1300.
  • Coelho, C., Tichon, G. J., Hine, T. J., Wallis, G. M. ve Riva, G. (2006). Media presence and inner presence: The sense of presence in virtual reality technologies. In G. Riva, M.T. Anguera, B.K. Wiederhold, F. Mantovani (Eds.) Communication to Presence (ss. 25-46). Amsterdam, Netherlands: IOS Press.
  • Douglas, Y. ve Hargadon, A. (2000). The pleasure principle: Immersion, engagement, flow. In Proceedings of the Eleventh ACM on Hypertext and hypermedia (HYPERTEXT ‘00). 153-160, Berlin, Germany.
  • Erkılıç, H. ve Dönmez, S. (2020). Sanal gerçeklik anlatısının izini sürmek: Trinity VR ve Selyatağı VR örnekleri. SineFilozofi, Özel Sayı (2), 318-344.
  • Fagan, K. (2018). Here’s what happens to your body when you’ve been in virtual reality for too long. Business Insider. 09.06.2021 tarihinde https://www.businessinsider.com/virtual-reality-vr-side-effects-2018-3 adresinden edinilmiştir.
  • Fonseca, D. (2016). Effect of immersive (360◦) video on attitude and behavior change, Master Thesis, Aalborg University, Denmark.
  • Fullerton, T. (2014). Game design workshop. Taylor&Francis Group. CRC Press.
  • Gottschall, J. (2012). The storytelling animal. New York, Houghton Mifflin Harcourt Publishing.
  • Grand View Research. (2021). Virtual reality market size, Share & Trends Analysis Report. 09.09.2021 tarihinde https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-market adresinden edinilmiştir.
  • Hadjioannou, M. (2012). From light to byte, toward an ethics of digital cinema. London. University of Minnesota Press.
  • Harari, Y. N. (2015). Hayvanlardan tanrılara sapiens. (E. Genç). İstanbul. Kolektif Kitap. (Orijinal eser yayın tarihi: 2012).
  • Heaton, N. T. (2020). Narrative presence in virtual reality experiences. University of Lethbridge Research Repository OPUS. 09.06.2021 tarihinde https://opus.uleth.ca/bitstream/handle/10133/5768/HEATON_ NEAL_MFA_2020.pdf?sequence=7&isAllowed=y adresinden edinilmiştir.
  • Heeter, C. (1992). Being there: The subjective experience of presence. Presence Teleoperators & Virtual Environments, 1(2), 262—271.
  • Jenkins, H. (2006). Convergence culture. New York. New York University Press.
  • Jerald, J. (2016). The Vr book human-centered design for virtual reality, ACM Books
  • Lescop, L ve Suner, B. (2020). Designing intradiegetic and extradiegetic spaces for virtual reality. eCAADe 2020, Institute of Architecture, Technische Universität Berlin, 545-554, Germany.
  • Lévy, P. (1998). Becoming virtual, reality in the digital age. U.S.A. Plenum Press.
  • Manovich, L. (2001). The language of new media. London. MIT Press.
  • Mestre, D. R. (2005). Immersion and presence. 09.06.2021 tarihinde http://www.ism.univmed.fr/mestre/projects/ virtual%20reality/Pres_2005.pdf adresinden edinilmiştir.
  • Molo, Ü. (2020). Sanal gerçeklik ve 360 derece film. Ankara. Nobel Yayıncılık.
  • Perez, J., M. (2016). Cinematic Virtual reality: A definition and classification proposal. Department of Advertising, Public Relations and Audiovisual Communication, Final Degree Project. University of Barcelona.
  • Qin, H., Rau, P.P. ve Salvendy, G. (2009). Measuring player immersion in the computer game narrative. International Journal of Human-Computer Interaction, 25(2), 107–133.
  • Sarı, M. (2017). Belgeselde yeni ufuklar: VR (sanal gerçeklik) belgeselleri ve anlatım olanakları. İçinde H. Kuruoğlu, A. Parsa (Ed.), Belgesel Filmde Zamanın Ruhu Belgesel Filmde Değişen Anlam ve Anlatım (ss. 101-116). Ankara, Detay Yayıncılık.
  • Serter, S. (2013). Lütfi Ömer Akad ve Yalnızlar Rıhtımı (1959): Biçemsel bir analiz. Selçuk İletişim, 5(4), 136-147.
  • Solsman, J. (2019). How Tribeca’s VR award winner The Key made magic out of metaphor. Cnet. 21.11.2021 tarihinde https://www.cnet.com/tech/mobile/tribeca-film-fest-vr-award-winner-the-key-made-magicout- of-metaphor/ adresinden edinilmiştir.
  • Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication 42(4), 73-93.
  • Thomas, S. (2019). The star in VR. Celebrity Studies, 10(6), 453-468
  • Weib, P. (2019). The Key: Straddling mystery and harsh reality. Vrgeschichten. 09.06.2021 tarihinde https:// vrgeschichten.de/en/the-key-straddling-mystery-and-harsh-reality adresinden edinilmiştir.
  • Yengin, D. ve Bayrak, T. (2017). Sanal gerçeklik. İstanbul. Der Yayınları.
There are 31 citations in total.

Details

Primary Language Turkish
Subjects Communication and Media Studies
Journal Section Research Articles
Authors

Servet Can Dönmez 0000-0003-2590-3102

Project Number 2019-3-TP3-3820 nolu BAP projesi
Publication Date December 31, 2021
Submission Date May 1, 2021
Published in Issue Year 2021 Issue: 38

Cite

APA Dönmez, S. C. (2021). The Key Sanal Gerçeklik Deneyimi Üzerine Bir Analiz. Türkiye İletişim Araştırmaları Dergisi(38), 439-454. https://doi.org/10.17829/turcom.930923