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Tüm Yönleriyle Metaverse Çalışmaları, Teknolojileri ve Geleceği

Yıl 2022, Cilt: 8 Sayı: 2, 292 - 319, 01.09.2022

Öz

İnsan hayatındaki beşinci boyutu olarak adlandırılan siber uzay, metaverse uygulamaları ile birlikte daha farklı bir yaşam alanı haline dönüşmeye başlamıştır. Mevcut haliyle eğitim, oyun ve eğlence, sanat, mimari, ticari vs. uygulamaların, alan ihtiyaçlarına yönelik kullanılmakta olduğu metaverse evreni, son dönemde teknoloji lideri kuruluşların odaklandığı ve daha fazla yatırım yaptığı bir alan haline gelmiştir. Bu yatırımlarla birlikte metaverse evrenine yönelik 3 boyutlu teknolojiler, sanal gerçeklik, artırılmış gerçeklik ve yapay zekâ çalışmaları da artış göstermiştir. Bu konuda yaşanılan gelişmelerden yola çıkarak bu çalışma, metaverse evrenindeki çalışmaların önemi ve gerekliliğini vurgulamaktadır. Çalışmada metaverse ile ilgili araştırmalar ve sonuçları incelenmiştir. Bu amaçla betimsel bir araştırma modeli kullanılmıştır. Araştırma felsefesi açısından uygulama yöntemine ilişkin temel araştırma modeli ve belge araştırma modeli oluşturulmuştur. Araştırmanın evrenini Google Akademik üzerinden elde edilen çalışmalar oluşturmaktadır. Belirlenen anahtar kelime ile metaverse konusunda son 20 yılda yapılan çalışmalar indirilmiştir. Araştırma sonucunda metaverse ile ilgili çalışmaların özellikle pandemi sonrasında artış gösterdiği, özellikle oyun sektöründe kullanıldığı ve giderek artan farklılıkta alanlara da uygulandığı tespit edilmiştir. Milyarlarca kullanıcıya ulaşması beklenen bu evrende yer almak isteyen ülkelerin çalışmalarına hız kazandırması ve “kullanıcı” ile “üretici” pozisyonlarından hangisinde yer almak istediğine karar vermesi gerektiği belirtilmiştir.

Kaynakça

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Yıl 2022, Cilt: 8 Sayı: 2, 292 - 319, 01.09.2022

Öz

Kaynakça

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  • [146] Cybermagonline, (2022). Metaverse Online Eğitim Dünyasını Nasıl Dönüştürebilir? Çevrimiçi: https://www.cybermagonline.com/metaverse-online-egitim-dunyasini-nasil-donusturebilir, Erişim Tarihi: 28.05.2022
  • [147] İ. Deviren, İ. (2022). Metaverse ve Eğitim – 2. Egitimheryerde. Çevrimiçi: https://egitimheryerde.net/metaverse-ve-egitim-2/, Erişim Tarihi: 28.05.2022
  • [148] Y. Yoğun, Y. (2022). Dijital Oyunlar ve Metaverse. Güvenlioyna. Çevrimiçi: https://www.guvenlioyna.org.tr/blog-detay/dijital-oyunlar-ve-metaverse, Erişim Tarihi: 28.05.2022.
  • [149] Cudos, (2021). Metaverse’de oyun oynamanın onu destekleyen altyapıya nasıl bağlı olacağı. Çevrimiçi: https://www.cudos.org/tr/blog/%F0%9F%8E%AE-metaversede-oyun-oynamanin-onu-destekleyen-altyapiya-nasil-bagli-olacagini-%F0%9F%95%B8%EF%B8%8F/, Erişim Tarihi: 28.05.2022.
  • [150] Y. Şener, (2022). Geleceğin Mimarlığı Metaverse’te mi? Yapı Dergisi. Çevrimiçi: https://yapidergisi.com/gelecegin-mimarligi-metaversete-mi/, Erişim Tarihi: 28.05.2022.
  • [151] Ş. Yüksel, S. Yıldız, “Metaverse dünyasında değişen sanal-gerçek mekânlar ve tasarımcının rolü”, 7. Uluslararası Zeugma Bilimsel Araştırmalar Kongresi. Gaziantep, 2022.
  • [152] K. Tarhan, “Siber uzayda realist teorinin değerlendirilmesi”, Cyberpolitik Journal, vol. 1no.2, pp. 292-311. 2016.
Toplam 152 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Bilgisayar Yazılımı
Bölüm Derleme
Yazarlar

Osman Güler 0000-0003-3272-5973

Serkan Savaş 0000-0003-3440-6271

Yayımlanma Tarihi 1 Eylül 2022
Gönderilme Tarihi 22 Mart 2022
Kabul Tarihi 17 Temmuz 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 8 Sayı: 2

Kaynak Göster

IEEE O. Güler ve S. Savaş, “Tüm Yönleriyle Metaverse Çalışmaları, Teknolojileri ve Geleceği”, GMBD, c. 8, sy. 2, ss. 292–319, 2022.

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