Araştırma Makalesi
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TEKNOLOJİK YENİLİKLERİN TASARIM ALANLARI ÜZERİNE ETKİSİ

Yıl 2024, Cilt: 2 Sayı: 4, 82 - 100, 31.07.2024

Öz

Teknolojinin günümüzde hayatın her alanına entegrasyonuyla birlikte, sanat ve grafik tasarım disiplinleri bu değişimden önemli ölçüde etkilenmiştir. Günlük yaşam pratiklerimizi şekillendiren dijital teknolojiler, grafik tasarım paradigmasını da yeniden tanımlamış, bu alandaki geleneksel yaklaşımları çağdaş teknolojilerle dönüştürmüştür.
Bu ilişki bağlamında, araştırma nitel yöntemlerden karşılaştırmalı analiz ve mantıksal akıl yürütme tekniklerini benimseyerek, dijital dönüşümün sanat ve tasarım üzerindeki etkilerini incelemiştir. Çalışma, sanat ve tasarımın yanı sıra illüstrasyon, animasyon, jenerik ve dijital oyunlarda teknolojik dönüşümüde ele alarak incelenen literatür ile çalışmalarla sınırlandırılmıştır.
Bulgular, dijital dönüşümde teknolojik ilerlemelerin bu alanlardaki yaratıcı süreçleri yeniden şekillendirdiğini ve yenilikçi yaklaşımlar getirerek zenginleştirdiğini. Sonuçlar ise, dijital dönüşümün sanat ve tasarım alanlarında yenilikçi etkiler yaratarak yaratıcı süreçleri hızlandırdığını ve yeni ifade biçimleri ortaya çıkardığını göstermiştir. Ayrıca, gelecekte dijital teknolojilerin daha da gelişmesiyle sanat ve tasarım alanlarında daha yenilikçi ve interaktif eserlerin ortaya çıkacağı öngörülmüştür.

Kaynakça

  • Shallal, F. A. (2023). The effectiveness of artificial intelligence in contemporary digital graphic design. Al-Academy, 641-654.
  • Allison, D. (2008). Title Sequences in the Western Genre: The Iconography of Action. Quarterly Review of Film and Video, 25(2), 107-115.
  • Aydemir, D. (2023). Revitalizing Turkish Mythological Elements through Artificial Intelligence Applications in Graphic Design: A Case Study on Midjourney. International Scientific and Vocational Studies Journal, 7(2), 187-205.
  • Black, S. (2019). Fibs and fripperies: References to the real in digital illustration. Journal of Illustration, 6(2), 289-304.
  • Boukhayma, A., & Boyer, E. (2018). Surface motion capture animation synthesis. IEEE transactions on visualization and computer graphics, 25(6), 2270-2283.
  • Chen, X., & Gao, Y. (2022). Integration of Digital Art Works and Virtual Reality Technology. In The 2021 International Conference on Machine Learning and Big Data Analytics for IoT Security and Privacy: SPIoT-2021 Volume 1 (pp. 606-612). Springer International Publishing.
  • Cintra, J., & Cunha, P. (2020, December). A Representação do Nordeste nas Aberturas de Telenovelas: O Caso de Tieta (1989). In [entre] outros possíveis (Vol. 1, No. 1, pp. 100-123). Blucher Open Access.
  • Ferreira, M. R., & Classe, T. M. D. (2022, May). Narratives for business processes-based digital games: Systematic mapping of the literature. In Proceedings of the XVIII Brazilian Symposium on Information Systems (pp. 1-9).
  • Fu, X., & Feng, T. (2022). [Retracted] Online Simulation of Illustration Patterns Based on Digital Art Design. Mobile Information Systems, 2022(1), 3273364.
  • Galvane, Q., Ronfard, R., Christie, M., & Szilas, N. (2014, November). Narrative-driven camera control for cinematic replay of computer games. In Proceedings of the 7th International Conference on Motion in Games (pp. 109-117).
  • Guo, Y., & Zhong, C. (2022). Motion capture technology and its applications in film and television animation. Advances in Multimedia, 2022(1), 6392168.
  • Jenkins, J. L. (2016). “Wonderful and Incomparable Beauty”: Adapting Period Aesthetic for The Importance of Being Earnest. Screening Modern Irish Fiction and Drama, 103-120.
  • Kharishma, V. (2020). Design a screencast video for software learning in higher education (case study: Tutorial video for digital illustration course). JISA (Jurnal Informatika dan Sains), 3(1), 15-20.
  • Keskin, S., & Yılmaz, H. (2020). Ex Machina: Yapay Zekânın Post-Kadınlaştırılması ve Kadınsal Günahkârlığın Sinemasal Yeniden Üretimi. Baçini Sanat Dergisi, 1(2), 1-26.
  • Keskin, S., & Sönmez, M. F. (2015). Liderler ve takipçileri: Siyasi parti liderlerinin Twitter performansları ve takip ilişkisi.
  • Lin, Z. (2021). RETRACTED ARTICLE: Research on film animation design based on inertial motion capture algorithm. Soft Computing, 25(18), 12491-12505.
  • Liu, Y. (2019, August). On computer digital illustration design. In Journal of Physics: Conference Series (Vol. 1302, No. 2, p. 022063). IOP Publishing.
  • Mohamed Zain, N. Z., Ahmad Zaki, N. A., & Azizan, U. H. (2022). Educational Videos for Learning Digital Illustration Concept for University Student. The International Journal of Multimedia & Its Applications, 14(1), 31-40.
  • Moradi-Karkaj, A. (2021, November). Serious interactive digital narrative: explorations in personalization and player experience enrichment. In 2021 International Serious Games Symposium (ISGS) (pp. 35-42). IEEE.
  • Nordeen, B. (2013). Sex Tools: New Queer Narratives as Community Action Cinema. Afterimage: The Journal of Media Arts and Cultural Criticism, 40(5), 11-15.
  • Noyan, N. E. (2013). The Kingdom of Lettering: The Films Titles in the Early Years of Turkish Cinema. Journal of Literature and Art Studies, 3(4), 230-241.
  • Pavlou, V. (2020). Art technology integration: digital storytellying as a transformative pedagogy in primary education. International Journal of Art & Design Education, 39(1), 195-210.
  • Post, J. (2015). From Altered States to Altered Titles: A Close Analysis of the Title Sequence to Ken Russell's Altered States (1981). Journal of British Cinema and Television, 12(4), 556-571.
  • Rizopoulos, C., Arsenopoulou, N., & Poupou, A. (2023, September). Journeys, Maps, Dungeons: Navigating Narrative and Cinematic Space in Open World Digital Games. In Proceedings of the 2nd International Conference of the ACM Greek SIGCHI Chapter (pp. 1-5).
  • Salomão, A., Andaló, F., Prim, G., Horn Vieira, M. L., & Romeiro, N. C. (2022, June). Case Studies of Motion Capture as a Tool for Human-Computer Interaction Research in the Areas of Design and Animation. In International Conference on Human-Computer Interaction (pp. 302-311). Cham: Springer International Publishing.
  • Schoenau-Fog, H. (2015). Adaptive Storyworlds: -Utilizing the Space-Time Continuum in Interactive Digital Storytelling. In Interactive Storytelling: 8th International Conference on Interactive Digital Storytelling, ICIDS 2015, Copenhagen, Denmark, November 30-December 4, 2015, Proceedings 8 (pp. 58-65). Springer International Publishing.
  • Serino, S., Fontana, C., Califano, R., Cappetti, N., & Naddeo, A. (2022). Virtual human centered design: an affordable and accurate tool for motion capture in mixed reality. Human Factors in Virtual Environments and Game Design, 50(50).
  • Sharma, S., Verma, S., Kumar, M., & Sharma, L. (2019, February). Use of motion capture in 3D animation: motion capture systems, challenges, and recent trends. In 2019 international conference on machine learning, big data, cloud and parallel computing (comitcon) (pp. 289-294). IEEE.
  • Shrivastava, M., & Ramgopal Rao, V. (2021). A roadmap for disruptive applications and heterogeneous integration using two-dimensional materials: State-of-the-art and technological challenges. Nano letters, 21(15), 6359-6381.
  • Thang, S. M., Lin, L. K., Mahmud, N., Ismail, K., & Zabidi, N. A. (2014). Technology integration in the form of digital storytelling: Mapping the concerns of four Malaysian ESL instructors. Computer Assisted Language Learning, 27(4), 311-329.
  • Ullah, S., Bazai, S. U., Zaland, Z., Ghafoor, M. I., Haider, A., & Hussain, L. (2023, December). Ownership Verification For Digital Art Using Smart Contract And Blockchain Technology. In 2023 17th International Conference on Open Source Systems and Technologies (ICOSST) (pp. 1-6). IEEE.
  • Wang, F. (2023). Research on the application of immersive art in digital technology scene. Advances in Education, Humanities and Social Science Research, 5(1), 88-88.
  • Wang, Y., & Zhang, H. (2023, October). Dynamic Turn of Texture Design in Digital Illustration. In 2023 4th International Conference on Intelligent Design (ICID) (pp. 287-290). IEEE.
  • Witabora, J., & Homan, D. K. (2019, March). The use of cinemagraph effect in the creation of digital illustration work: A review. In Journal of Physics: Conference Series (Vol. 1175, No. 1, p. 012247). IOP Publishing.
  • Yefimenko, O. (2023). Organization of the educational process of future specialists in graphic design using digital technologies. Scientific notes of the pedagogical department, (52), 51-57.
  • Zhang, D. (2021, September). Conflict and Blending between Traditional Film and Television Art and New Digital Media Based on 3D Virtual Technology. In 2021 4th International Conference on Information Systems and Computer Aided Education (pp. 11-15).
  • Zhang, X., Li, A., & Shen, Y. (2022). Optimization of Teachers' Teaching Behaviors in the Virtual Digital Graphic Design Teaching Environment. International Journal of Emerging Technologies in Learning, 17(18).
  • Zheng, L., & Si, M. (2020). Narrative Strategies in VR Movies, Traditional Movies, and Digital Games. In Handbook of Research on the Global Impacts and Roles of Immersive Media (pp. 59-78). IGI Global.
  • Zou, M. (2014). Exploration of Application Mode of the MOOC-based Distance Education Mode in Digital Illustration. International Journal of Emerging Technologies in Learning, 9(9).

THE IMPACT OF TECHNOLOGICAL INNOVATIONS ON DESIGN SPACES

Yıl 2024, Cilt: 2 Sayı: 4, 82 - 100, 31.07.2024

Öz

With the integration of technology into all areas of life today, art and graphic design disciplines have been significantly affected by this change. Digital technologies that shape our daily life practices have also redefined the graphic design paradigm, transforming traditional approaches in this field with contemporary technologies.
In the context of this relationship, the research examined the effects of digital transformation on art and design by adopting comparative analysis and logical reasoning techniques from qualitative methods. The study was limited to the literature and studies that examined technological transformation in art and design as well as illustration, animation, credits and digital games.
The findings show that technological advances in digital transformation have reshaped creative processes in these fields and enriched them with innovative approaches. The results show that digital transformation has created innovative effects in the fields of art and design, accelerating creative processes and revealing new forms of expression. In addition, it is predicted that more innovative and interactive works will emerge in the fields of art and design with the further development of digital technologies in the future.

Kaynakça

  • Shallal, F. A. (2023). The effectiveness of artificial intelligence in contemporary digital graphic design. Al-Academy, 641-654.
  • Allison, D. (2008). Title Sequences in the Western Genre: The Iconography of Action. Quarterly Review of Film and Video, 25(2), 107-115.
  • Aydemir, D. (2023). Revitalizing Turkish Mythological Elements through Artificial Intelligence Applications in Graphic Design: A Case Study on Midjourney. International Scientific and Vocational Studies Journal, 7(2), 187-205.
  • Black, S. (2019). Fibs and fripperies: References to the real in digital illustration. Journal of Illustration, 6(2), 289-304.
  • Boukhayma, A., & Boyer, E. (2018). Surface motion capture animation synthesis. IEEE transactions on visualization and computer graphics, 25(6), 2270-2283.
  • Chen, X., & Gao, Y. (2022). Integration of Digital Art Works and Virtual Reality Technology. In The 2021 International Conference on Machine Learning and Big Data Analytics for IoT Security and Privacy: SPIoT-2021 Volume 1 (pp. 606-612). Springer International Publishing.
  • Cintra, J., & Cunha, P. (2020, December). A Representação do Nordeste nas Aberturas de Telenovelas: O Caso de Tieta (1989). In [entre] outros possíveis (Vol. 1, No. 1, pp. 100-123). Blucher Open Access.
  • Ferreira, M. R., & Classe, T. M. D. (2022, May). Narratives for business processes-based digital games: Systematic mapping of the literature. In Proceedings of the XVIII Brazilian Symposium on Information Systems (pp. 1-9).
  • Fu, X., & Feng, T. (2022). [Retracted] Online Simulation of Illustration Patterns Based on Digital Art Design. Mobile Information Systems, 2022(1), 3273364.
  • Galvane, Q., Ronfard, R., Christie, M., & Szilas, N. (2014, November). Narrative-driven camera control for cinematic replay of computer games. In Proceedings of the 7th International Conference on Motion in Games (pp. 109-117).
  • Guo, Y., & Zhong, C. (2022). Motion capture technology and its applications in film and television animation. Advances in Multimedia, 2022(1), 6392168.
  • Jenkins, J. L. (2016). “Wonderful and Incomparable Beauty”: Adapting Period Aesthetic for The Importance of Being Earnest. Screening Modern Irish Fiction and Drama, 103-120.
  • Kharishma, V. (2020). Design a screencast video for software learning in higher education (case study: Tutorial video for digital illustration course). JISA (Jurnal Informatika dan Sains), 3(1), 15-20.
  • Keskin, S., & Yılmaz, H. (2020). Ex Machina: Yapay Zekânın Post-Kadınlaştırılması ve Kadınsal Günahkârlığın Sinemasal Yeniden Üretimi. Baçini Sanat Dergisi, 1(2), 1-26.
  • Keskin, S., & Sönmez, M. F. (2015). Liderler ve takipçileri: Siyasi parti liderlerinin Twitter performansları ve takip ilişkisi.
  • Lin, Z. (2021). RETRACTED ARTICLE: Research on film animation design based on inertial motion capture algorithm. Soft Computing, 25(18), 12491-12505.
  • Liu, Y. (2019, August). On computer digital illustration design. In Journal of Physics: Conference Series (Vol. 1302, No. 2, p. 022063). IOP Publishing.
  • Mohamed Zain, N. Z., Ahmad Zaki, N. A., & Azizan, U. H. (2022). Educational Videos for Learning Digital Illustration Concept for University Student. The International Journal of Multimedia & Its Applications, 14(1), 31-40.
  • Moradi-Karkaj, A. (2021, November). Serious interactive digital narrative: explorations in personalization and player experience enrichment. In 2021 International Serious Games Symposium (ISGS) (pp. 35-42). IEEE.
  • Nordeen, B. (2013). Sex Tools: New Queer Narratives as Community Action Cinema. Afterimage: The Journal of Media Arts and Cultural Criticism, 40(5), 11-15.
  • Noyan, N. E. (2013). The Kingdom of Lettering: The Films Titles in the Early Years of Turkish Cinema. Journal of Literature and Art Studies, 3(4), 230-241.
  • Pavlou, V. (2020). Art technology integration: digital storytellying as a transformative pedagogy in primary education. International Journal of Art & Design Education, 39(1), 195-210.
  • Post, J. (2015). From Altered States to Altered Titles: A Close Analysis of the Title Sequence to Ken Russell's Altered States (1981). Journal of British Cinema and Television, 12(4), 556-571.
  • Rizopoulos, C., Arsenopoulou, N., & Poupou, A. (2023, September). Journeys, Maps, Dungeons: Navigating Narrative and Cinematic Space in Open World Digital Games. In Proceedings of the 2nd International Conference of the ACM Greek SIGCHI Chapter (pp. 1-5).
  • Salomão, A., Andaló, F., Prim, G., Horn Vieira, M. L., & Romeiro, N. C. (2022, June). Case Studies of Motion Capture as a Tool for Human-Computer Interaction Research in the Areas of Design and Animation. In International Conference on Human-Computer Interaction (pp. 302-311). Cham: Springer International Publishing.
  • Schoenau-Fog, H. (2015). Adaptive Storyworlds: -Utilizing the Space-Time Continuum in Interactive Digital Storytelling. In Interactive Storytelling: 8th International Conference on Interactive Digital Storytelling, ICIDS 2015, Copenhagen, Denmark, November 30-December 4, 2015, Proceedings 8 (pp. 58-65). Springer International Publishing.
  • Serino, S., Fontana, C., Califano, R., Cappetti, N., & Naddeo, A. (2022). Virtual human centered design: an affordable and accurate tool for motion capture in mixed reality. Human Factors in Virtual Environments and Game Design, 50(50).
  • Sharma, S., Verma, S., Kumar, M., & Sharma, L. (2019, February). Use of motion capture in 3D animation: motion capture systems, challenges, and recent trends. In 2019 international conference on machine learning, big data, cloud and parallel computing (comitcon) (pp. 289-294). IEEE.
  • Shrivastava, M., & Ramgopal Rao, V. (2021). A roadmap for disruptive applications and heterogeneous integration using two-dimensional materials: State-of-the-art and technological challenges. Nano letters, 21(15), 6359-6381.
  • Thang, S. M., Lin, L. K., Mahmud, N., Ismail, K., & Zabidi, N. A. (2014). Technology integration in the form of digital storytelling: Mapping the concerns of four Malaysian ESL instructors. Computer Assisted Language Learning, 27(4), 311-329.
  • Ullah, S., Bazai, S. U., Zaland, Z., Ghafoor, M. I., Haider, A., & Hussain, L. (2023, December). Ownership Verification For Digital Art Using Smart Contract And Blockchain Technology. In 2023 17th International Conference on Open Source Systems and Technologies (ICOSST) (pp. 1-6). IEEE.
  • Wang, F. (2023). Research on the application of immersive art in digital technology scene. Advances in Education, Humanities and Social Science Research, 5(1), 88-88.
  • Wang, Y., & Zhang, H. (2023, October). Dynamic Turn of Texture Design in Digital Illustration. In 2023 4th International Conference on Intelligent Design (ICID) (pp. 287-290). IEEE.
  • Witabora, J., & Homan, D. K. (2019, March). The use of cinemagraph effect in the creation of digital illustration work: A review. In Journal of Physics: Conference Series (Vol. 1175, No. 1, p. 012247). IOP Publishing.
  • Yefimenko, O. (2023). Organization of the educational process of future specialists in graphic design using digital technologies. Scientific notes of the pedagogical department, (52), 51-57.
  • Zhang, D. (2021, September). Conflict and Blending between Traditional Film and Television Art and New Digital Media Based on 3D Virtual Technology. In 2021 4th International Conference on Information Systems and Computer Aided Education (pp. 11-15).
  • Zhang, X., Li, A., & Shen, Y. (2022). Optimization of Teachers' Teaching Behaviors in the Virtual Digital Graphic Design Teaching Environment. International Journal of Emerging Technologies in Learning, 17(18).
  • Zheng, L., & Si, M. (2020). Narrative Strategies in VR Movies, Traditional Movies, and Digital Games. In Handbook of Research on the Global Impacts and Roles of Immersive Media (pp. 59-78). IGI Global.
  • Zou, M. (2014). Exploration of Application Mode of the MOOC-based Distance Education Mode in Digital Illustration. International Journal of Emerging Technologies in Learning, 9(9).
Toplam 39 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Görsel Sanatlar (Diğer)
Bölüm Derlemeler
Yazarlar

Mehmet Akif Özdal 0000-0003-3148-8988

Erken Görünüm Tarihi 1 Ağustos 2024
Yayımlanma Tarihi 31 Temmuz 2024
Gönderilme Tarihi 22 Mayıs 2024
Kabul Tarihi 9 Temmuz 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 2 Sayı: 4

Kaynak Göster

APA Özdal, M. A. (2024). TEKNOLOJİK YENİLİKLERİN TASARIM ALANLARI ÜZERİNE ETKİSİ. Baçini Sanat Dergisi, 2(4), 82-100.