TY - JOUR T1 - Mobilya Sektöründe Sanal Gerçeklik Kullanımı: Türkiye Örneği TT - The Use of Virtual Reality in the Furniture Industry: The Case of Turkey AU - Çiftci, Süphan Kaan AU - Altın, Mehmet Ali PY - 2025 DA - September Y2 - 2025 DO - 10.2339/politeknik.1711679 JF - Politeknik Dergisi PB - Gazi Üniversitesi WT - DergiPark SN - 2147-9429 SP - 1 EP - 1 LA - tr AB - Mobilya sektöründe üretim teknolojilerindeki gelişmelerle verimlilik artarken, firmalar için tasarım çeşitliliğini artırmak ve satış stratejilerini geliştirmek önem kazanmıştır. Geleneksel mobilya alışverişinin zorlukları, firmaları yeni satış arayışlarına yöneltmekte ve teknoloji, mobilya satışında aktif olarak kullanılmaktadır. Bu araştırma, Türkiye’deki mobilya perakende sektöründe genişletilmiş gerçeklik teknolojilerinin kullanımını ve bu teknolojilerin olumlu yönlerine rağmen neden benimsenmediğini ortaya koymayı amaçlamaktadır. Araştırmanın örneklemini, sanal gerçeklik ve 360 sanal mağaza teknolojilerini kullanan mobilya firmaları ile bu altyapıyı sağlayan teknoloji firmaları oluşturmaktadır. Çoklu durum çalışması yöntemiyle yarı yapılandırılmış görüşmeler gerçekleştirilmiştir. Çalışma, literatürdeki istatistikleri, bu teknolojilerin kullanıcılar, firmalar ve teknoloji sağlayıcılar açısından olumlu/olumsuz yönlerini ve benimsenmemesinin ardındaki temel nedenlerin yüksek başlangıç maliyetleri, yatırımın geri dönüşü belirsizliği ve kullanıcı deneyimindeki teknik aksaklıklar olduğunu ortaya koymaktadır. KW - Mobilya KW - Satış KW - Perakende KW - Genişletilmiş Gerçeklik KW - Sanal Gerçeklik N2 - Advances in production technology have increased efficiency in the furniture industry, enhancing design diversity for users and improving sales strategies have gained significant importance for companies. The challenges posed by traditional furniture shopping approaches are compelling companies to explore new sales avenues, and with the advancement and increased accessibility of technology, the furniture sales domain actively utilizes many of its aspects. This research aims to reveal the use of extended reality technologies in the furniture retail sector in Turkey and the reasons for their non-adoption, despite their numerous positive aspects for both users and companies. The sample of the research comprises furniture companies that use virtual reality and 360 virtual store technologies, and the firms that prepare the technological infrastructure for these companies. Semi-structured interviews were conducted using a multiple case study method. The study identifies the advantages and disadvantages for users, companies, and providers. 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