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The Investigation of the Relation Between Metaverse and Religion Through Social Media Mining

Yıl 2022, Cilt: 6 Sayı: 2, 2511 - 2526, 31.05.2022
https://doi.org/10.29023/alanyaakademik.1099247

Öz

Kaynakça

  • ALLEN, C. (2001). "Islamophobia in the Media Since September 11th", Exploring Islamophobia: deepening our understanding of Islam and Muslims. University of Westminster, 29.
  • BIANCHI, R. (2004). "Guests of God: Pilgrimage and Politics in the Islamic World", Oxford: Oxford University Press.
  • BLANCHARD, C., BURGESS, S.,HARVILL, Y., LANIER, J., LASKO, A., OBERMAN, M., AND TEITEL, M. (1990). "Reality Built For Two: A Virtual Reality Tool", SIGGRAPH Comput. Graph. 24: 35–36.
  • BOLGER, R. K. (2021). "Finding Wholes in the Metaverse: Posthuman Mystics as Agents of Evolutionary Contextualization", Religions, 12(9): 768.
  • BROWN, D (2019). "Online Church: Ministries use VR, Apps to deliver digital services and virtual baptisms", https://techxplore.com/news/2019-05-online-church-ministries-vr-apps.html/, 11.03.2022.
  • CALVER, G. ve CALVER, A. (2016). "Game Changers: Encountering God and Changing the World", Oxford: Lion Hudson Plc.
  • COLE, J., ve COLE, B. (2009). "Martyrdom: Radicalisation and Terrorist Violence Among British Muslims", London: Pennant Books.
  • CRUZ-NEIRA, C., SANDIN, D. J., DEFANTI, T. A., KENYON, R. V., ve HART, J. C. (1992). "The Cave: Audio Visual Experience Automatic Virtual Environment", Commun. ACM, 35: 64–72.
  • DANNEMAN, N. ve HEİMANN, R. (2014). "Social Media Mining with R", Birmingham: Packt.
  • DIONISIO, J. D. N., BURNS III, W. G., ve GILBERT, R. (2013). "3D Virtual Worlds And The Metaverse: Current Status And Future Possibilities", ACM Computing Surveys, 45(3): 34-71.
  • DOHERTY, P., ROTHFARB, R. ve BARKER, D. (2006). "Building an Interactive Science Museum in Second Life", Proceedings of the Second Life Education Workshop at the Second Life Community Convention San Francisco August 20th, 2006: 19-24.
  • DUAN, H., LI, J., FAN, S., LIN, Z., WU, X., ve CAI, W. (2021). "Metaverse for Social Good: A University Campus Prototype", In Proceedings of the 29th ACM International Conference on Multimedia (153–161). New York, NY, USA: Association for Computing Machinery.
  • EDWARDS, P., DOMINGUEZ, E. ve RICO, M. (2008). "A Second Look At Second Life: Virtual Role-Play As A Motivational Factor in Higher Education", Proceedings of Society for Information Technology & Teacher Education International Conference (Eds: K. McFerrin vd.). 2566-2571. Chesapeake, VA: AACEhttp://www.editlib.org/p/27603/, 08.03.2022.
  • FRENCH, K. (2018). "This Pastor is Putting His Faith in a Virtual Reality Church", https://www.wired. com/story/virtual-reality-church/, 03.03.2022.
  • GAZETEDUVAR (2022). "Suudi Arabistan Kabe'yi Metaverse Evrenine Açtı", https://www.gazeteduvar.com.tr/suudi-arabistan-kabeyi-metaverse-evrenine-acti-haber-1550871/, 02.03.2022.
  • HELLAND, C. (2000). "Online-religion/religion-online and virtual communitas", In J. K. Hadden & D. E. Cowan (eds.), Religion on the Internet: Research Prospects and Promises (pp. 205–23). New York: JAI Press.
  • HELMER, J. (2007). "Second Life And Virtual Worlds, Learning Light Limited", UK.http://www.epic.co.uk/content/news/nov_07/Second_Life_and_Virtual_Worlds_ JH.pdf/, 10.02.2022.
  • JUN, G. (2020). "Virtual Reality Church as a New Mission Frontier in the Metaverse: Exploring Theological Controversies and Missional Potential of Virtual Reality", Church.Transformation, 37(4): 297-305.
  • KHONG, Y. (2020). "Spiritual Utopia in The Virtual Space: Living in The Heavenly Second Live", https://cfds.fisipol.ugm.ac.id/article/543/utopia-dalam-ruang-spiritual/, 10.02.2022.
  • KRUEGER, M. W. (1993). "An Easy Entry Artificial Reality", Academic Press Professional, Cambridge, MA, Bölüm 7: 147–162.
  • LANIER, J. (1992). "Virtual Reality: The Promise Of The Future", Interact. Learn. Int. 8: 275–279.
  • LEE, L.-H., BRAUD,T., ZHOU, P., WANG, L. XU, D., LİN, Z., KUMAR, A., BERMEJO, C. ve HUİ, P. (2021). “All One Needs To Know About Metaverse: A Complete Survey On Technological Singularity, Virtual Ecosystem, and Research Agenda”, CoRR, 14(8): 1-66.
  • LEE, P.D. (2009). "Using Second Life to Teach Operations Management", Journal Worlds Research Pedagogy, Education and Innovation in 3-D Virtual Worlds, 2(1): 3-25.
  • LIU, H., BOWMAN, M., ADAMS, R., HURLIMAN, J., ve LAKE, D. (2010). "Scaling Virtual Worlds: Simulation Requirements and Challenges", In Proceedings of theWinter Simulation Conference (WSC), The WSC Foundation, Baltimore, MD: 778–790.
  • MURRAY, C.D. ve SIXSMITH, J. (1999). "The corporeal body in virtual reality", Ethos, 27(3): 315–343.
  • ONDREJKA, C. (2005). "Escaping the Gilded Cage: User Created Content and Building the Metaverse", NYLS Law Review, 49(1): 81-101.
  • ROUND, B. (2019). "Exploring the Church – in Virtual Reality". https://medium.com/faithtech/exploring-the-church-in-virtual-reality-44d002617970/, 10.02.2022.
  • RUSSELL, M.A. ve KLASSEN, M. (2019). "Mining the Social Web", Sebastopol: O’Reilly Media.
  • SANDLIN, P.A. (2013). "Christian Culture: An Introduction", Mount Hermon, CA: Center for Cultural Leadership.
  • SCHLOSSER, D. (2013). "Digital Hajj: The Pilgrimage To Mecca in Muslim Cyberspace and The Issue Of Religious Online Authority", Scripta Instituti Donneriani Aboensis, 25: 189–203.
  • SİVAN, Y. (2008). "The 3D3C Metaverse: A New Medium is Born", New Media and Innovative Technology, 133-159.
  • STEPHENSON, N. (1992). "Snow Crash", New York: Bantam Spectra.
  • SPIELBERG, S., SİLVESTRİ, A., PENN, Z., CLİNE, E., ve De LINE, D. (2018). "Ready player one", USA:Warner Bros.
  • TADROS, M. (2010). "E-hijab: Muslim Women in the Metaverse", International Journal of Learning and Media, 2(2-3): 45–61.
  • TARAS, R. (2012). "Xenophobia and Islamophobia in Europe", Edinburgh: Edinburgh University Press.
  • TILLEY, M.A. (1995). "Broken and Whole: Essays on Religion and the Body", Lanham: University Press of America.
  • TURKLE, S. (1995). "Life on the Screen: Identity in the Age of the Internet", NewYork: Simon & Schuster Trade.
  • TURKLE, S. (2007). "Evocative Objects: Things We Think With", Cambridge, MA: MIT Press,
  • TÜTER, M. S. (2007). "Aynı Anda İki Hayat Mümkün?", http://www.ekopolitik.org/images/cust_files/070903151238.pdf./, 10.02.2022.
  • UZUN, K. (2011). "Second Lıfe Sanal Yaşam Dünyasında Kendini Sunum Davranışlarının Belirlenmesinde Etnografik bir Yaklaşım", Yayınlanmamış Doktora Tezi, Eskişehir: Anadolu Üniversitesi Sosyal Bilimler Enstitüsü.
  • VRONTIS, D. ve MELANTHIOU, Y. (2011). "Assessing Website Effectiveness of Airline Companies", International Journal of Online Marketing, 1(1): 12–23.
  • WAKEFİELD, J. (2022). "Zuckerberg Reveals AI Projects to Power Metaverse", https://www.bbc.com/news/technology-60492199/, 11.02.2022.
  • WALL, D. (2001). "Crime and the Internet", London: Routledge.
  • WANKEL, C. ve BLESINGER, P. (2012). "Innovative Approaches in Higher Education: An Introduction to Using Immersive Interfaces", Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation. Bingley: Emerald Group Publishing Limited.
  • WIKIPEDİA (2022). https://tr.wikipedia.org/wiki/Charlie_Hebdo_sald%C4%B1r%C4%B1s%C4%B1/ 15.03.2022.
  • ZAFARANI, R., ABBASI, M. A. ve LIU, H. (2014). "Social Media Mining: An Introduction", New York: Cambridge University Press.
  • ZAGALO, N., MORGADO, L. ve BOA-VENTURA, A. (2011). "Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms", USA: IGI Global.

Metaverse ve Din Kavramlarının Sosyal Medya Madenciliği Yolu ile İncelenmesi

Yıl 2022, Cilt: 6 Sayı: 2, 2511 - 2526, 31.05.2022
https://doi.org/10.29023/alanyaakademik.1099247

Öz

İnternet teknolojilerinde yaşanan gelişmeler neticesinde insanların kendilerini ifade edebilecekleri, sosyalleşebilecekleri ve paylaşımlarda bulunacakları sosyal alanların sayısında artış yaşanmıştır. Bu alanlar dijitalleşme doğrultusunda sosyal medya platformları olarak adlandırılmaktadır. Sosyal medya platformlarında muazzam boyutta veri oluşmaktadır. Büyük ya da yığın veri olarak da adlandırılan bu veri sosyal bilimler alanlarının bir çoğunda merak oluşturmakta ve anlamlı sonuçlar çıkarmak üzere inceleme altına alınmaktadır. Sosyal medya madenciliği diye adlandırılan bu süreçte Twitter özellikle özgür ifade alanı olarak büyük yer edinmektedir. Mark Zuckerberg şirketini Meta ismini değiştirmesi ile dikkatler metaverse kavramına çekilmiştir. Bu anlamla toplumsal ve de ticari olarak metaverse'in etkilerinin araştırılması gerekliliği ortaya çıkmıştır. Toplumu şekillendiren önemli bir faktör olan dini inanışların metaverse içerisindeki yansımasının araştırılması diğer bir gerekliliktir. Bu amaçla çalışmada metaverse ve din ile ilişkilendirilen ifadelere yönelik atılan tweetler sosyal medya madenciliği yöntemi ile çekilerek içerik analizi yapılmış ve yorumlanmıştır. Veri toplama aracı olarak çalışmada R programlama kullanılmıştır.

Kaynakça

  • ALLEN, C. (2001). "Islamophobia in the Media Since September 11th", Exploring Islamophobia: deepening our understanding of Islam and Muslims. University of Westminster, 29.
  • BIANCHI, R. (2004). "Guests of God: Pilgrimage and Politics in the Islamic World", Oxford: Oxford University Press.
  • BLANCHARD, C., BURGESS, S.,HARVILL, Y., LANIER, J., LASKO, A., OBERMAN, M., AND TEITEL, M. (1990). "Reality Built For Two: A Virtual Reality Tool", SIGGRAPH Comput. Graph. 24: 35–36.
  • BOLGER, R. K. (2021). "Finding Wholes in the Metaverse: Posthuman Mystics as Agents of Evolutionary Contextualization", Religions, 12(9): 768.
  • BROWN, D (2019). "Online Church: Ministries use VR, Apps to deliver digital services and virtual baptisms", https://techxplore.com/news/2019-05-online-church-ministries-vr-apps.html/, 11.03.2022.
  • CALVER, G. ve CALVER, A. (2016). "Game Changers: Encountering God and Changing the World", Oxford: Lion Hudson Plc.
  • COLE, J., ve COLE, B. (2009). "Martyrdom: Radicalisation and Terrorist Violence Among British Muslims", London: Pennant Books.
  • CRUZ-NEIRA, C., SANDIN, D. J., DEFANTI, T. A., KENYON, R. V., ve HART, J. C. (1992). "The Cave: Audio Visual Experience Automatic Virtual Environment", Commun. ACM, 35: 64–72.
  • DANNEMAN, N. ve HEİMANN, R. (2014). "Social Media Mining with R", Birmingham: Packt.
  • DIONISIO, J. D. N., BURNS III, W. G., ve GILBERT, R. (2013). "3D Virtual Worlds And The Metaverse: Current Status And Future Possibilities", ACM Computing Surveys, 45(3): 34-71.
  • DOHERTY, P., ROTHFARB, R. ve BARKER, D. (2006). "Building an Interactive Science Museum in Second Life", Proceedings of the Second Life Education Workshop at the Second Life Community Convention San Francisco August 20th, 2006: 19-24.
  • DUAN, H., LI, J., FAN, S., LIN, Z., WU, X., ve CAI, W. (2021). "Metaverse for Social Good: A University Campus Prototype", In Proceedings of the 29th ACM International Conference on Multimedia (153–161). New York, NY, USA: Association for Computing Machinery.
  • EDWARDS, P., DOMINGUEZ, E. ve RICO, M. (2008). "A Second Look At Second Life: Virtual Role-Play As A Motivational Factor in Higher Education", Proceedings of Society for Information Technology & Teacher Education International Conference (Eds: K. McFerrin vd.). 2566-2571. Chesapeake, VA: AACEhttp://www.editlib.org/p/27603/, 08.03.2022.
  • FRENCH, K. (2018). "This Pastor is Putting His Faith in a Virtual Reality Church", https://www.wired. com/story/virtual-reality-church/, 03.03.2022.
  • GAZETEDUVAR (2022). "Suudi Arabistan Kabe'yi Metaverse Evrenine Açtı", https://www.gazeteduvar.com.tr/suudi-arabistan-kabeyi-metaverse-evrenine-acti-haber-1550871/, 02.03.2022.
  • HELLAND, C. (2000). "Online-religion/religion-online and virtual communitas", In J. K. Hadden & D. E. Cowan (eds.), Religion on the Internet: Research Prospects and Promises (pp. 205–23). New York: JAI Press.
  • HELMER, J. (2007). "Second Life And Virtual Worlds, Learning Light Limited", UK.http://www.epic.co.uk/content/news/nov_07/Second_Life_and_Virtual_Worlds_ JH.pdf/, 10.02.2022.
  • JUN, G. (2020). "Virtual Reality Church as a New Mission Frontier in the Metaverse: Exploring Theological Controversies and Missional Potential of Virtual Reality", Church.Transformation, 37(4): 297-305.
  • KHONG, Y. (2020). "Spiritual Utopia in The Virtual Space: Living in The Heavenly Second Live", https://cfds.fisipol.ugm.ac.id/article/543/utopia-dalam-ruang-spiritual/, 10.02.2022.
  • KRUEGER, M. W. (1993). "An Easy Entry Artificial Reality", Academic Press Professional, Cambridge, MA, Bölüm 7: 147–162.
  • LANIER, J. (1992). "Virtual Reality: The Promise Of The Future", Interact. Learn. Int. 8: 275–279.
  • LEE, L.-H., BRAUD,T., ZHOU, P., WANG, L. XU, D., LİN, Z., KUMAR, A., BERMEJO, C. ve HUİ, P. (2021). “All One Needs To Know About Metaverse: A Complete Survey On Technological Singularity, Virtual Ecosystem, and Research Agenda”, CoRR, 14(8): 1-66.
  • LEE, P.D. (2009). "Using Second Life to Teach Operations Management", Journal Worlds Research Pedagogy, Education and Innovation in 3-D Virtual Worlds, 2(1): 3-25.
  • LIU, H., BOWMAN, M., ADAMS, R., HURLIMAN, J., ve LAKE, D. (2010). "Scaling Virtual Worlds: Simulation Requirements and Challenges", In Proceedings of theWinter Simulation Conference (WSC), The WSC Foundation, Baltimore, MD: 778–790.
  • MURRAY, C.D. ve SIXSMITH, J. (1999). "The corporeal body in virtual reality", Ethos, 27(3): 315–343.
  • ONDREJKA, C. (2005). "Escaping the Gilded Cage: User Created Content and Building the Metaverse", NYLS Law Review, 49(1): 81-101.
  • ROUND, B. (2019). "Exploring the Church – in Virtual Reality". https://medium.com/faithtech/exploring-the-church-in-virtual-reality-44d002617970/, 10.02.2022.
  • RUSSELL, M.A. ve KLASSEN, M. (2019). "Mining the Social Web", Sebastopol: O’Reilly Media.
  • SANDLIN, P.A. (2013). "Christian Culture: An Introduction", Mount Hermon, CA: Center for Cultural Leadership.
  • SCHLOSSER, D. (2013). "Digital Hajj: The Pilgrimage To Mecca in Muslim Cyberspace and The Issue Of Religious Online Authority", Scripta Instituti Donneriani Aboensis, 25: 189–203.
  • SİVAN, Y. (2008). "The 3D3C Metaverse: A New Medium is Born", New Media and Innovative Technology, 133-159.
  • STEPHENSON, N. (1992). "Snow Crash", New York: Bantam Spectra.
  • SPIELBERG, S., SİLVESTRİ, A., PENN, Z., CLİNE, E., ve De LINE, D. (2018). "Ready player one", USA:Warner Bros.
  • TADROS, M. (2010). "E-hijab: Muslim Women in the Metaverse", International Journal of Learning and Media, 2(2-3): 45–61.
  • TARAS, R. (2012). "Xenophobia and Islamophobia in Europe", Edinburgh: Edinburgh University Press.
  • TILLEY, M.A. (1995). "Broken and Whole: Essays on Religion and the Body", Lanham: University Press of America.
  • TURKLE, S. (1995). "Life on the Screen: Identity in the Age of the Internet", NewYork: Simon & Schuster Trade.
  • TURKLE, S. (2007). "Evocative Objects: Things We Think With", Cambridge, MA: MIT Press,
  • TÜTER, M. S. (2007). "Aynı Anda İki Hayat Mümkün?", http://www.ekopolitik.org/images/cust_files/070903151238.pdf./, 10.02.2022.
  • UZUN, K. (2011). "Second Lıfe Sanal Yaşam Dünyasında Kendini Sunum Davranışlarının Belirlenmesinde Etnografik bir Yaklaşım", Yayınlanmamış Doktora Tezi, Eskişehir: Anadolu Üniversitesi Sosyal Bilimler Enstitüsü.
  • VRONTIS, D. ve MELANTHIOU, Y. (2011). "Assessing Website Effectiveness of Airline Companies", International Journal of Online Marketing, 1(1): 12–23.
  • WAKEFİELD, J. (2022). "Zuckerberg Reveals AI Projects to Power Metaverse", https://www.bbc.com/news/technology-60492199/, 11.02.2022.
  • WALL, D. (2001). "Crime and the Internet", London: Routledge.
  • WANKEL, C. ve BLESINGER, P. (2012). "Innovative Approaches in Higher Education: An Introduction to Using Immersive Interfaces", Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation. Bingley: Emerald Group Publishing Limited.
  • WIKIPEDİA (2022). https://tr.wikipedia.org/wiki/Charlie_Hebdo_sald%C4%B1r%C4%B1s%C4%B1/ 15.03.2022.
  • ZAFARANI, R., ABBASI, M. A. ve LIU, H. (2014). "Social Media Mining: An Introduction", New York: Cambridge University Press.
  • ZAGALO, N., MORGADO, L. ve BOA-VENTURA, A. (2011). "Virtual Worlds and Metaverse Platforms: New Communication and Identity Paradigms", USA: IGI Global.
Toplam 47 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Yöneylem
Bölüm Makaleler
Yazarlar

Nur Kuban Torun 0000-0002-9115-5838

Tolga Torun 0000-0003-4215-406X

Yayımlanma Tarihi 31 Mayıs 2022
Kabul Tarihi 11 Mayıs 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 6 Sayı: 2

Kaynak Göster

APA Torun, N. K., & Torun, T. (2022). Metaverse ve Din Kavramlarının Sosyal Medya Madenciliği Yolu ile İncelenmesi. Alanya Akademik Bakış, 6(2), 2511-2526. https://doi.org/10.29023/alanyaakademik.1099247