Research Article
BibTex RIS Cite
Year 2022, , 133 - 143, 30.06.2022
https://doi.org/10.17350/HJSE19030000264

Abstract

References

  • [1] Arslan A, Elibol M. Eğitsel Artırılmış Gerçeklik Uygulamalarının Incelenmesi: Android Işletim Sistemi Örneği. International Journal of Human Sciences 12(2) (2015) 1792-1817.
  • [2] Alp K. Sanal Gerçeklik Video Oyun Teknolojisini Kullanmaya Devam Etme Niyetini Etkileyen Faktörlerin Teknoloji Kabulünün İncelenmesi Skyrım Örneği. Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi Fen Bilimleri Enstitüsü, İstanbul, 2019.
  • [3] Özarslan Y. Genişletilmiş Gerçeklik ile Zenginleştirilmiş Öğrenme Materyallerinin Öğrenen Başarısı ve Memnuniyeti Üzerindeki Etkisi. Anadolu Üniversitesi, Eskişehir, 2013.
  • [4] Tamayo JL, Barrio MG, Garcia FG. Virtuality continuum Of Communication Andean Education: User Experience Andean Interaction Design In simulation Andean Interactivity Approaches In Real And Virtual Environments. Paper presented at the 8th International Conference on Education and New Learning Technologies (EDULEARN), Barcelona, 2016.
  • [5] Westerdahl B, Suneson K, Wernemyr C, Roupe M, Johansson M, Allwood CM. Users ' Evaluation Of A Virtual Reality Architectural Model Compared with the Experience Of The Completed Building. Automation in Construction 15(2) (2016) 150-165.
  • [6] Burdea GC, Coiffet P. Virtual Reality technology. John Wiley & Sons Inc, New Jersey, 2003. ISBN:0-471-36089-9.
  • [7] Anderson PL, Rothbaum BO, Hodges L. Virtual reality: Using the virtual world to improve quality of life in the real World. Bulletin of the Menninger Clinic 65(1) (2001) 78-91.
  • [8] Tunç S. Sanal Gerçeklik Ortamlarında Kişilerin Etkileşim ve İzlenme Kaygılarının Belirlenmesi. Yüksek Lisans Tezi, Kırşehir Ahi Evran Üniversitesi Fen Bilimleri Enstitüsü, Kırşehir, 2018.
  • [9] Wikipedia. Generation Z. (Accessed; 15.01.2022). https://en.wikipedia.org/wiki/Generation_Z#cite_note-113114
  • [10] Erdoğan A, Feyzullahoğlu E. Otomotiv Sektöründe Kullanılan Yeni Trend Hatasızlaştırma ve Alternatif Kontrol Yöntemleri. Bayburt Üniversitesi Fen Bilimleri Dergisi 4(1) (2020) 22-28.
  • [11] SEAT. How SEAT Implements VR?. (Access; 10.012.022). https://www.seat.com/company/news/cars/virtual-reality-car-manufacturing.html
  • [12] Toyota. Toyota C-HR VR Experience in VR & AR World 2016. (Access; 28.12.2021). https://www.youtube.com/watch?v=UyivBx4IJMI
  • [13] Virtual Reality in the Automobile Industry. (Access; 15.12.2021). https://www.nsocialtr.com/vr-otomotiv-sanal-gerceklik.html
  • [14] Ebnali M, Lamb R, Fathi R, Hulme K. Virtual Reality Tour for First-Time Users og Highly Automated Cars: Comparing the Effects of Virtual Environments with Different Levels of Interaction Fidelity. Applied Ergonomics 90 (2021) 103226.
  • [15] Tai K, Hong J, Tsai C, Lin C, Hung Y. Virtual Reality for Car-Detailing Skill Development: Learning Outcomes of Procedural Accuracy and Performance Quality Predicted by VR Self-Efficacy, VR Using Anxiety , VR Learning Interest and Flow Experience. Computer and Education 182 (2022) 104458.
  • [16] Akar İ. Blender Nedir? Özellikleri Nelerdir? Ve Size Uygun Mu?. 2020. (Access; 03.06.2022). https://www.3dmadmax.com/3d_ design/blender-nedir-ozelleri-nedir-ve-size-uygun-mu/
  • [17] Boyraz G, Kırıcı P. Unity 3D Oyun Yapma Simülatörü ile Oyun Tasarımı. International Journal of Multidisciplinary Studies and Innovative Technologies 3(2) (2019) 225-229.
  • [18] Kürkçi F. SOLID Yazılım Geliştirme Prensipleri. 2021. (Access; 03.06.2022). https://yazilimcigenclik.com.tr/solid-yazilim-gelistme-principles/
  • [19] Wikipedia. Oculus Quest 2. 2022. (Accessed; 04.06.2022). https://en.wikipedia.org/wiki/Oculus_Quest_2
  • [20] GFDS. Teknoloji Pazarı Büyüyor: AR/VR Pazarının Geleceği. 2020. (Access :15.01.2022). https://medium.com/gfds-blog/tek noloji-pa z a r%C 4%B1-b%C3%BCy%C3%BCyor-a r-v r-pazar%C4%B1n%C4%B1n-gelece%C4%9Fi-f1baf8571c97 .

Application Design and Implementation for the Automotive Industry with Virtual Reality

Year 2022, , 133 - 143, 30.06.2022
https://doi.org/10.17350/HJSE19030000264

Abstract

The concept of "Virtual Reality" has entered our lives by adding virtual reality glasses to the computers, smartphones, or tablets that we frequently use with the developing technology day by day. Virtual reality includes the virtual world and three-dimensional virtual objects created in the computer environment. Virtual Reality technology aims to enable people to interact with objects by immersing them in the virtual world through equipment (VR glasses, hand controls, treadmills, etc.). This technology can be used in education, health, shopping, etc. used, in many fields. In this paper, virtual reality technol-ogy was used in an automobile store application. The study aims to enable people to read the necessary information about the selected automobile by choosing a car and color. Users will be able to visit and interact with this auto shop with virtual reality equipment in their environment. The 3D models required for the study were made with the Blender program, the software was made with the Unity3D game engine, and the application was developed. The application was tested with the participation of 26 people. As a result, the feedback received from users has been positive. It is thought that the study will be developed and contribute to the literature in different ways.

References

  • [1] Arslan A, Elibol M. Eğitsel Artırılmış Gerçeklik Uygulamalarının Incelenmesi: Android Işletim Sistemi Örneği. International Journal of Human Sciences 12(2) (2015) 1792-1817.
  • [2] Alp K. Sanal Gerçeklik Video Oyun Teknolojisini Kullanmaya Devam Etme Niyetini Etkileyen Faktörlerin Teknoloji Kabulünün İncelenmesi Skyrım Örneği. Yüksek Lisans Tezi, İstanbul Teknik Üniversitesi Fen Bilimleri Enstitüsü, İstanbul, 2019.
  • [3] Özarslan Y. Genişletilmiş Gerçeklik ile Zenginleştirilmiş Öğrenme Materyallerinin Öğrenen Başarısı ve Memnuniyeti Üzerindeki Etkisi. Anadolu Üniversitesi, Eskişehir, 2013.
  • [4] Tamayo JL, Barrio MG, Garcia FG. Virtuality continuum Of Communication Andean Education: User Experience Andean Interaction Design In simulation Andean Interactivity Approaches In Real And Virtual Environments. Paper presented at the 8th International Conference on Education and New Learning Technologies (EDULEARN), Barcelona, 2016.
  • [5] Westerdahl B, Suneson K, Wernemyr C, Roupe M, Johansson M, Allwood CM. Users ' Evaluation Of A Virtual Reality Architectural Model Compared with the Experience Of The Completed Building. Automation in Construction 15(2) (2016) 150-165.
  • [6] Burdea GC, Coiffet P. Virtual Reality technology. John Wiley & Sons Inc, New Jersey, 2003. ISBN:0-471-36089-9.
  • [7] Anderson PL, Rothbaum BO, Hodges L. Virtual reality: Using the virtual world to improve quality of life in the real World. Bulletin of the Menninger Clinic 65(1) (2001) 78-91.
  • [8] Tunç S. Sanal Gerçeklik Ortamlarında Kişilerin Etkileşim ve İzlenme Kaygılarının Belirlenmesi. Yüksek Lisans Tezi, Kırşehir Ahi Evran Üniversitesi Fen Bilimleri Enstitüsü, Kırşehir, 2018.
  • [9] Wikipedia. Generation Z. (Accessed; 15.01.2022). https://en.wikipedia.org/wiki/Generation_Z#cite_note-113114
  • [10] Erdoğan A, Feyzullahoğlu E. Otomotiv Sektöründe Kullanılan Yeni Trend Hatasızlaştırma ve Alternatif Kontrol Yöntemleri. Bayburt Üniversitesi Fen Bilimleri Dergisi 4(1) (2020) 22-28.
  • [11] SEAT. How SEAT Implements VR?. (Access; 10.012.022). https://www.seat.com/company/news/cars/virtual-reality-car-manufacturing.html
  • [12] Toyota. Toyota C-HR VR Experience in VR & AR World 2016. (Access; 28.12.2021). https://www.youtube.com/watch?v=UyivBx4IJMI
  • [13] Virtual Reality in the Automobile Industry. (Access; 15.12.2021). https://www.nsocialtr.com/vr-otomotiv-sanal-gerceklik.html
  • [14] Ebnali M, Lamb R, Fathi R, Hulme K. Virtual Reality Tour for First-Time Users og Highly Automated Cars: Comparing the Effects of Virtual Environments with Different Levels of Interaction Fidelity. Applied Ergonomics 90 (2021) 103226.
  • [15] Tai K, Hong J, Tsai C, Lin C, Hung Y. Virtual Reality for Car-Detailing Skill Development: Learning Outcomes of Procedural Accuracy and Performance Quality Predicted by VR Self-Efficacy, VR Using Anxiety , VR Learning Interest and Flow Experience. Computer and Education 182 (2022) 104458.
  • [16] Akar İ. Blender Nedir? Özellikleri Nelerdir? Ve Size Uygun Mu?. 2020. (Access; 03.06.2022). https://www.3dmadmax.com/3d_ design/blender-nedir-ozelleri-nedir-ve-size-uygun-mu/
  • [17] Boyraz G, Kırıcı P. Unity 3D Oyun Yapma Simülatörü ile Oyun Tasarımı. International Journal of Multidisciplinary Studies and Innovative Technologies 3(2) (2019) 225-229.
  • [18] Kürkçi F. SOLID Yazılım Geliştirme Prensipleri. 2021. (Access; 03.06.2022). https://yazilimcigenclik.com.tr/solid-yazilim-gelistme-principles/
  • [19] Wikipedia. Oculus Quest 2. 2022. (Accessed; 04.06.2022). https://en.wikipedia.org/wiki/Oculus_Quest_2
  • [20] GFDS. Teknoloji Pazarı Büyüyor: AR/VR Pazarının Geleceği. 2020. (Access :15.01.2022). https://medium.com/gfds-blog/tek noloji-pa z a r%C 4%B1-b%C3%BCy%C3%BCyor-a r-v r-pazar%C4%B1n%C4%B1n-gelece%C4%9Fi-f1baf8571c97 .
There are 20 citations in total.

Details

Primary Language English
Subjects Engineering
Journal Section Research Articles
Authors

Mustafa Akın 0000-0001-6358-6369

Yusuf Uzun 0000-0002-7061-8784

Publication Date June 30, 2022
Submission Date April 6, 2022
Published in Issue Year 2022

Cite

Vancouver Akın M, Uzun Y. Application Design and Implementation for the Automotive Industry with Virtual Reality. Hittite J Sci Eng. 2022;9(2):133-4.

Hittite Journal of Science and Engineering is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY NC).