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PRESENTATION OF THE CHANGING NEWS IN DIGITAL ERA: VIRTUAL REALITY PRACTICES IN JOURNALISM

Yıl 2018, Cilt: 6 Sayı: 1, 691 - 723, 11.04.2018
https://doi.org/10.19145/e-gifder.377120

Öz

In today’s digital era, there are concerns on depersonalization of the audiences on similar
presentations of the news, due to the intensive information flow and routinized
news production. Immersive journalism practices move in as a different kind of
storytelling by putting the audience into the story by using virtual reality
practices in journalism and get them involved in the story emotionally.
Immersive is defined as, “to surround the audience by pulling them into the
subject or event”. Immersive journalism is determined as a form of journalism
that will shape the future of journalism. Because immersive journalism gives
the opportunity to experience the feeling of being there as the person lived
the event or situation, by raising the emotional reality and helps the audience
to empathy.  
This study focuses on
virtual reality applications, concept of immersive journalism, in different
forms application samples,
immersive technologies, journalism requirements and types of journalistic
stories.

Kaynakça

  • A BREATHTAKİNG JOURNEY. (2016) Erişim Adresi: http://abreathtakingjourney.com/
  • AKBAŞ, Muhammet Fatih ve GÜNGÖR, Cengiz (2017). “Arttırılmış Gerçeklikte İşaretçi Tabanlı Takip Sistemleri Üzerine Bir Literatür Çalışması ve Tasarlanan Çok Katmanlı İşaretçi Modeli”, Dokuz Eylül Üniversitesi Mühendislik Fakültesi Fen ve Mühendislik Dergisi, 19(56), s. 599-619.
  • ALJAZEERA TURK (2015). “Haberi İzlemek Yerine Orada Olmak”, http://www.aljazeera.com.tr/blog/haberi-izlemek-yerine-orada-olmak, Erişim Tarihi: 09.12.2017.
  • ARONSON-RATH, Raney; MİLWARD, James; OWEN, Taylor; PITT, Fergus (2015). “Virtual Reality Journalism”, A Reseach Project by The Tow Center for Digital Journalism at Columbia University. A report.
  • BAUDRILLARD, Jean (2011). “Simülarklar ve Simülasyon”, (Çev: Oğuz Adanır, Doğu Batı Yayınları.
  • BIOCCA, Frank ve LEVY, Mark R. (1995). “Communication applications of virtual reality”, Communication in the Age of Virtual Reality, Lawrence Erlbaum Associates, p.127–158.
  • BOGOST, Ian; FERRARİ, Simon; SCHWEIZER, Boby (2010). “Newsgames: Journalism at Play”, MIT Press.
  • BOHRER, Claire (2016). “The JJIE Virtual World Journalism Project: Experimenting with Virtual Worlds as an Emerging Journalism Platform” https://digitalcommons.kennesaw.edu/cgi/viewcontent.cgi?referer=https://www.google.com.tr/&httpsredir=1&article=1025&context=undergradsymposiumksu.Erişim Tarihi: 24. Aralık. 2017.
  • BOWMAN, Doug A. ve MCMAHAN, Ryan P. (2007). “Virtual reality: how much immersion is enough?”, IEEE Computer Society, 40, p. 36-43. doi:10.1109/MC.2007.257
  • BRENNEN, Bonnie and DELA CERNA, Erika (2010). “Journalism in second life”, Journalism Studies, 11(4), p. 546-554. doi:10.1080/14616701003638418
  • CRUZ-NEİRA, Carolina; SANDIN, Daniel J.; DeFANTI, Thomas A.; KENYON, Robert V.; HART, John C. (1992). “The CAVE: Audio Visual Experience Automatic Virtual Environment”. Communications of the ACM, 35(6), p.64-72.
  • DeBARROS, Anthony (2014), “HARVEST OF CHANGE: Virtual reality project is a journalism first”, Des Moines Register. https://www.desmoinesregister.com/story/money/agriculture/2014/09/17/harvest-of-change-virtual-farm-virtual-reality/15785377, Erişim Tarihi: 02.Ocak 2017.
  • DEUZE, Mark (2005). “What is journalism? Professional identity and ideology of journalists reconsidered”, Journalism, 6(4), p. 442–464 DOI: 10.1177/1464884905056815.
  • DE LA PENA, Nonny; WEIL, Peggy; LLOBERA, Joan; GIANOPOULOS, Elias; POMES, Ausias; SPANLANG, Bernhard; FRIEDMAN, Doron; SANCHEZ-VIVES, Maria V; SLATER, Mel. (2010). “Immersive journalism: immersive virtual reality for the first-person experience of news”, 19, p.291–301.
  • DOMINGUEZ, Eva (2017), “Going Beyond the Classic News Narrative Convention: The Background to and Challenges of immersion in Journalism”, Frontiers in Digital Humanities, 4 (10). doi: 10.3389/fdigh.2017.00010
  • EMAMDJOMEH, Armand (2015). “Discovering Gale Crater”, Los Angeles Times. http://graphics.latimes.com/mars-gale-crater-vr/ Erişim Tarihi: 04.Ocak. 2018.
  • EYİDİLLİ, Sami (2017), “Kablosuz ve daha ucuz Oculus VR başlığı 2018’de geliyor”, Webrazzi. Erişim Adresi: https://webrazzi.com/2017/07/14/kablosuz-daha-ucuz-oculus-vr-gozlugu-2018de-geliyor/. Erişim Tarihi: 14.Aralık. 2017.
  • HARDEE, Gary and McMAHAN Ryan P (2017). “FIJI: A Framework for the Immersion-Journalism Intersection”, Immersive Journalism: Virtual Reality in the Presentation of News, Frontiers in ICT, 4 (21). doi: 10.3389/fict.2017.00021
  • IDFA (International Documentary Film Festival Amsterdam) Erişim Adresi: https://www.idfa.nl/en/film/593a98cd-2a8d-446a-b2b2-f88571614b01/kiya
  • JACKSON, Sharyn (2014). “Harvest of Change: Iowa Farm Families Confront a Nation in Transition”. Des Moines, IA: The Des Moines Register. https://www.desmoinesregister.com/pages/interactives/harvest-of-change/Erişim Tarihi: 07.Ocak. 2018.
  • JENKINS, Henry (2010), “Designing the Future of Journalism: An Interview with USC's Nonny de la Pena”. http://henryjenkins.org/blog/2010/06/two_scenarios_for_the_future_o.html. Erişim Tarihi: 08.Aralık 2017
  • KAVNER, Lucas (2012). “Hunger In Los Angeles: Virtual Reality Makes Journalism Immersive, Pixelated”, The Huffington Post. https://www.huffingtonpost.com/entry/hunger-in-los-angeles_n_1241468.html. Erişim Tarihi: 09. Ocak 2018.
  • KAYABAŞI, Yücel (2005). “Sanal Gerçeklik Ve Eğitim Amaçlı Kullanılması”, The Turkish Online Journal of Educational Technology-TOJET, 4 (3), s.151-158.
  • KENNEDY, Robert S; LANHAM, Susan D.; DREXLER, Julie M.; MASSEY, Catherine J.; LILIENTHAL, Michael G. (1997). “A Comparison of Cybersickness Incidences, Symptom Profiles, Measurement Techniques, and Suggestions for Further Research”, Teleoperators and Virtual Environments, 6 (6), p.638-644. https://doi.org/10.1162/pres.1997.6.6.638
  • KORS, Martin J. L.; FERRI, Gabriele; VAN DER SPEK, Erik D.; KETEL, Cas; SCHOUTEN, Ben A. M. (2016). “A Breathtaking Journey. On The Design Of An Empathy-Arousing Mixed-Reality Game”, Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (Austin, ABD). DOI: http://dx.doi.org/10.1145/2967934.2968110
  • MALMO, Christopher (2014). “A New Virtual Reality Tool Brings the Daily Trauma of the Syrian War to Life”. https://motherboard.vice.com/en_us/article/jp5jx3/virtual-reality-is-bringing-the-syrian-war-to-life. Erişim Tarihi: 12. Aralık. 2017.
  • MASELLI, Antonella; SLATER, Mel (2013). “The building blocks of the full body ownership illusion”. Front. Hum. Neurosci, 7(83).
  • PEREZ SEIJO, Sara (2017). “Immersive journalism: from audience to first-person experience of news”, Media and Metamedia Management, (Edıtors) F. C. Freire, X. Rúas Araújo, V. A. Martínez Fernández, X. L. García (Cham: Springer International Publishing), p.113–119. https://doi.org/10.1007/978-3-319-46068-0
  • PETKOVA, Valeria I.; EHRSSON, Henrik H. (2008). “If I were you: perceptual illusion of body swapping”, PLoSONE, 3(12). doi:10.1371/journal.pone.0003832
  • PRYOR, Larry; GARDNER, Susannah; RIZZO, Albert A.; GHAHREMANI, Kambiz (2003). “Immersive 360 degree panoramic video environments: research on ‘user-directed news’ applications”, Association for Education in Journalism and Mass Communication (AEJMC) 86th Annual Conference içinde, Kansas City, p. 99-108.
  • RUPP, Michael A.; KOZACHUK, James, MICHAELIS, Jessica R.; ODETTE, Katy L.; SMITHER, Janan A., McCONNELL, Daniel S (2016). “The effects of immersiveness and future VR expectations on subjective experiences during an educational 360° video”, Proc. Hum. Fac. Ergon. Soc. Annu. Meet., 60, p. 2108–2112.
  • SHERMAN William R.; CRAIG, Alan B. (2003). “Understanding Virtual Reality Interface”, Application and Design, Morgan Kaufmann Publishes.
  • SIRKKUNEN, Esa; VAATAJA, Heli; USKALI, Turo; REZAEI, Parisa P. (2016). “Journalism in virtual reality: opportunities and future research challenges”, Proceedings of the 20th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), p. 297-303. 3
  • SLATER, Mel (2009). “Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments”, Philos. Trans. R. Soc. B Biol. Sci. 364, p. 3549-3557. doi:10.1098/rstb.2009.0138
  • SLATER, Mel; WILBUR, Sylvia (1997). “A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments”, Teleoperators and virtual environments, 6(6), p.603-616.
  • TECHCRUNCH (2016). “The NYT is giving out 300,000 more Google Cardboard viewers”, https://techcrunch.com/2016/04/28/the-nyt-is-giving-out-300000-more-google-cardboard-viewers/ Erişim Tarihi: 14. 10. 2017

DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI

Yıl 2018, Cilt: 6 Sayı: 1, 691 - 723, 11.04.2018
https://doi.org/10.19145/e-gifder.377120

Öz

Günümüz dijital
çağında yoğun bilgi akışı, haber üretiminin rutinleşmesi ve izleyicinin
birbirinin benzeri haber sunumları karşısında duyarsızlaşması endişesini ortaya
çıkartmıştır. Habercilikte sanal gerçeklik uygulamalarının kullanılması ve
izleyiciyi doğrudan hikâyenin içine alarak habere konu olan olay ya da duruma
duygusal katılımını sağlayan immersive gazetecilik pratikleri burada farklı
türde bir hikâye anlatıcılığı olarak devreye girmektedir.  Immersive, “İzleyiciyi tümüyle olay ya da
konunun içine çekerek kuşatmak, çevrelemek”[1]
şeklinde tanımlanmaktadır. Haberi izlemek yerine “orada olma” hissi yaşatan,
habere konu olan olay ya da durumu birinci kişi olarak deneyimleme olanağı
getiren, duyusal gerçekçiliği
artırarak izleyiciye empati yolunu açan immersive gazetecilik,
haberciliğin geleceğini şekillendirecek yeni bir form olarak
değerlendirilmektedir. Bu çalışma, gazetecilikteki sanal gerçeklik
uygulamalarına, immersive[2] gazetecilik kavramına, farklı
formlardaki örnek uygulamalarına,  immersive teknolojiler, gazetecilik
gereklilikleri ve gazetecilik hikaye türleri konusundaki çalışmalara odaklanmaktadır.
 







[1] https://dictionary.cambridge.org/tr/ingilizce/immersive







[2] Immersive kelimesi üzerinde
ortaklaşılan bir tanım bulunmamakla beraber, “sarmal” (Kılıç, 2016), “saran”
(Sürücü ve Başar, 2016: 15), “çevreleyen” (Tepe, Kaleci ve Tüzün, 2016:549;
Yıldırım, 2013:14), “sarmalayan” (Özdemir, 2017:599), “sürükleyici” (Arslan ve
Elibol, 2015: 1795) biçiminde Türkçe çevirileri bulunmaktadır. Ancak kavramın
“içine alma ya da çekme” ve “orada olma hissi yaratma” biçiminde anlamsal bir
kapsayıcılığı söz konusudur. Tek bir kelimenin kavramın gerçek karşılığını
üretmediği düşünüldüğü için çalışma boyunca “immersive” sözcüğü
kullanılmıştır. 



 





Kaynakça

  • A BREATHTAKİNG JOURNEY. (2016) Erişim Adresi: http://abreathtakingjourney.com/
  • AKBAŞ, Muhammet Fatih ve GÜNGÖR, Cengiz (2017). “Arttırılmış Gerçeklikte İşaretçi Tabanlı Takip Sistemleri Üzerine Bir Literatür Çalışması ve Tasarlanan Çok Katmanlı İşaretçi Modeli”, Dokuz Eylül Üniversitesi Mühendislik Fakültesi Fen ve Mühendislik Dergisi, 19(56), s. 599-619.
  • ALJAZEERA TURK (2015). “Haberi İzlemek Yerine Orada Olmak”, http://www.aljazeera.com.tr/blog/haberi-izlemek-yerine-orada-olmak, Erişim Tarihi: 09.12.2017.
  • ARONSON-RATH, Raney; MİLWARD, James; OWEN, Taylor; PITT, Fergus (2015). “Virtual Reality Journalism”, A Reseach Project by The Tow Center for Digital Journalism at Columbia University. A report.
  • BAUDRILLARD, Jean (2011). “Simülarklar ve Simülasyon”, (Çev: Oğuz Adanır, Doğu Batı Yayınları.
  • BIOCCA, Frank ve LEVY, Mark R. (1995). “Communication applications of virtual reality”, Communication in the Age of Virtual Reality, Lawrence Erlbaum Associates, p.127–158.
  • BOGOST, Ian; FERRARİ, Simon; SCHWEIZER, Boby (2010). “Newsgames: Journalism at Play”, MIT Press.
  • BOHRER, Claire (2016). “The JJIE Virtual World Journalism Project: Experimenting with Virtual Worlds as an Emerging Journalism Platform” https://digitalcommons.kennesaw.edu/cgi/viewcontent.cgi?referer=https://www.google.com.tr/&httpsredir=1&article=1025&context=undergradsymposiumksu.Erişim Tarihi: 24. Aralık. 2017.
  • BOWMAN, Doug A. ve MCMAHAN, Ryan P. (2007). “Virtual reality: how much immersion is enough?”, IEEE Computer Society, 40, p. 36-43. doi:10.1109/MC.2007.257
  • BRENNEN, Bonnie and DELA CERNA, Erika (2010). “Journalism in second life”, Journalism Studies, 11(4), p. 546-554. doi:10.1080/14616701003638418
  • CRUZ-NEİRA, Carolina; SANDIN, Daniel J.; DeFANTI, Thomas A.; KENYON, Robert V.; HART, John C. (1992). “The CAVE: Audio Visual Experience Automatic Virtual Environment”. Communications of the ACM, 35(6), p.64-72.
  • DeBARROS, Anthony (2014), “HARVEST OF CHANGE: Virtual reality project is a journalism first”, Des Moines Register. https://www.desmoinesregister.com/story/money/agriculture/2014/09/17/harvest-of-change-virtual-farm-virtual-reality/15785377, Erişim Tarihi: 02.Ocak 2017.
  • DEUZE, Mark (2005). “What is journalism? Professional identity and ideology of journalists reconsidered”, Journalism, 6(4), p. 442–464 DOI: 10.1177/1464884905056815.
  • DE LA PENA, Nonny; WEIL, Peggy; LLOBERA, Joan; GIANOPOULOS, Elias; POMES, Ausias; SPANLANG, Bernhard; FRIEDMAN, Doron; SANCHEZ-VIVES, Maria V; SLATER, Mel. (2010). “Immersive journalism: immersive virtual reality for the first-person experience of news”, 19, p.291–301.
  • DOMINGUEZ, Eva (2017), “Going Beyond the Classic News Narrative Convention: The Background to and Challenges of immersion in Journalism”, Frontiers in Digital Humanities, 4 (10). doi: 10.3389/fdigh.2017.00010
  • EMAMDJOMEH, Armand (2015). “Discovering Gale Crater”, Los Angeles Times. http://graphics.latimes.com/mars-gale-crater-vr/ Erişim Tarihi: 04.Ocak. 2018.
  • EYİDİLLİ, Sami (2017), “Kablosuz ve daha ucuz Oculus VR başlığı 2018’de geliyor”, Webrazzi. Erişim Adresi: https://webrazzi.com/2017/07/14/kablosuz-daha-ucuz-oculus-vr-gozlugu-2018de-geliyor/. Erişim Tarihi: 14.Aralık. 2017.
  • HARDEE, Gary and McMAHAN Ryan P (2017). “FIJI: A Framework for the Immersion-Journalism Intersection”, Immersive Journalism: Virtual Reality in the Presentation of News, Frontiers in ICT, 4 (21). doi: 10.3389/fict.2017.00021
  • IDFA (International Documentary Film Festival Amsterdam) Erişim Adresi: https://www.idfa.nl/en/film/593a98cd-2a8d-446a-b2b2-f88571614b01/kiya
  • JACKSON, Sharyn (2014). “Harvest of Change: Iowa Farm Families Confront a Nation in Transition”. Des Moines, IA: The Des Moines Register. https://www.desmoinesregister.com/pages/interactives/harvest-of-change/Erişim Tarihi: 07.Ocak. 2018.
  • JENKINS, Henry (2010), “Designing the Future of Journalism: An Interview with USC's Nonny de la Pena”. http://henryjenkins.org/blog/2010/06/two_scenarios_for_the_future_o.html. Erişim Tarihi: 08.Aralık 2017
  • KAVNER, Lucas (2012). “Hunger In Los Angeles: Virtual Reality Makes Journalism Immersive, Pixelated”, The Huffington Post. https://www.huffingtonpost.com/entry/hunger-in-los-angeles_n_1241468.html. Erişim Tarihi: 09. Ocak 2018.
  • KAYABAŞI, Yücel (2005). “Sanal Gerçeklik Ve Eğitim Amaçlı Kullanılması”, The Turkish Online Journal of Educational Technology-TOJET, 4 (3), s.151-158.
  • KENNEDY, Robert S; LANHAM, Susan D.; DREXLER, Julie M.; MASSEY, Catherine J.; LILIENTHAL, Michael G. (1997). “A Comparison of Cybersickness Incidences, Symptom Profiles, Measurement Techniques, and Suggestions for Further Research”, Teleoperators and Virtual Environments, 6 (6), p.638-644. https://doi.org/10.1162/pres.1997.6.6.638
  • KORS, Martin J. L.; FERRI, Gabriele; VAN DER SPEK, Erik D.; KETEL, Cas; SCHOUTEN, Ben A. M. (2016). “A Breathtaking Journey. On The Design Of An Empathy-Arousing Mixed-Reality Game”, Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (Austin, ABD). DOI: http://dx.doi.org/10.1145/2967934.2968110
  • MALMO, Christopher (2014). “A New Virtual Reality Tool Brings the Daily Trauma of the Syrian War to Life”. https://motherboard.vice.com/en_us/article/jp5jx3/virtual-reality-is-bringing-the-syrian-war-to-life. Erişim Tarihi: 12. Aralık. 2017.
  • MASELLI, Antonella; SLATER, Mel (2013). “The building blocks of the full body ownership illusion”. Front. Hum. Neurosci, 7(83).
  • PEREZ SEIJO, Sara (2017). “Immersive journalism: from audience to first-person experience of news”, Media and Metamedia Management, (Edıtors) F. C. Freire, X. Rúas Araújo, V. A. Martínez Fernández, X. L. García (Cham: Springer International Publishing), p.113–119. https://doi.org/10.1007/978-3-319-46068-0
  • PETKOVA, Valeria I.; EHRSSON, Henrik H. (2008). “If I were you: perceptual illusion of body swapping”, PLoSONE, 3(12). doi:10.1371/journal.pone.0003832
  • PRYOR, Larry; GARDNER, Susannah; RIZZO, Albert A.; GHAHREMANI, Kambiz (2003). “Immersive 360 degree panoramic video environments: research on ‘user-directed news’ applications”, Association for Education in Journalism and Mass Communication (AEJMC) 86th Annual Conference içinde, Kansas City, p. 99-108.
  • RUPP, Michael A.; KOZACHUK, James, MICHAELIS, Jessica R.; ODETTE, Katy L.; SMITHER, Janan A., McCONNELL, Daniel S (2016). “The effects of immersiveness and future VR expectations on subjective experiences during an educational 360° video”, Proc. Hum. Fac. Ergon. Soc. Annu. Meet., 60, p. 2108–2112.
  • SHERMAN William R.; CRAIG, Alan B. (2003). “Understanding Virtual Reality Interface”, Application and Design, Morgan Kaufmann Publishes.
  • SIRKKUNEN, Esa; VAATAJA, Heli; USKALI, Turo; REZAEI, Parisa P. (2016). “Journalism in virtual reality: opportunities and future research challenges”, Proceedings of the 20th International Academic Mindtrek Conference, New York: Association for Computing Machinery (ACM), p. 297-303. 3
  • SLATER, Mel (2009). “Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments”, Philos. Trans. R. Soc. B Biol. Sci. 364, p. 3549-3557. doi:10.1098/rstb.2009.0138
  • SLATER, Mel; WILBUR, Sylvia (1997). “A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments”, Teleoperators and virtual environments, 6(6), p.603-616.
  • TECHCRUNCH (2016). “The NYT is giving out 300,000 more Google Cardboard viewers”, https://techcrunch.com/2016/04/28/the-nyt-is-giving-out-300000-more-google-cardboard-viewers/ Erişim Tarihi: 14. 10. 2017
Toplam 36 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Deniz Çaba

Yayımlanma Tarihi 11 Nisan 2018
Gönderilme Tarihi 10 Ocak 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 6 Sayı: 1

Kaynak Göster

APA Çaba, D. (2018). DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 6(1), 691-723. https://doi.org/10.19145/e-gifder.377120
AMA Çaba D. DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI. e-gifder. Mart 2018;6(1):691-723. doi:10.19145/e-gifder.377120
Chicago Çaba, Deniz. “DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 6, sy. 1 (Mart 2018): 691-723. https://doi.org/10.19145/e-gifder.377120.
EndNote Çaba D (01 Mart 2018) DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 6 1 691–723.
IEEE D. Çaba, “DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI”, e-gifder, c. 6, sy. 1, ss. 691–723, 2018, doi: 10.19145/e-gifder.377120.
ISNAD Çaba, Deniz. “DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 6/1 (Mart 2018), 691-723. https://doi.org/10.19145/e-gifder.377120.
JAMA Çaba D. DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI. e-gifder. 2018;6:691–723.
MLA Çaba, Deniz. “DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, c. 6, sy. 1, 2018, ss. 691-23, doi:10.19145/e-gifder.377120.
Vancouver Çaba D. DİJİTAL ÇAĞDA DEĞİŞEN HABER SUNUMU: GAZETECİLİKTE SANAL GERÇEKLİK UYGULAMALARI. e-gifder. 2018;6(1):691-723.