Araştırma Makalesi
BibTex RIS Kaynak Göster

NVIDIA Omniverse’in Metaverse Oyun Tasarımındaki Avantajları ve Dezavantajları

Yıl 2026, Cilt: 16 Sayı: 1 , 135 - 144 , 06.04.2026
https://izlik.org/JA48UB65TH

Öz

Bu çalışma, NVIDIA tarafından geliştirilen Omniverse platformunun metaverse tabanlı oyun tasarımı süreçlerinde sunduğu teknik, yaratıcı ve iletişimsel olanakları incelemektedir. Literatür taraması, kavramsal çerçeve ve karşılaştırmalı analiz yöntemiyle yürütülen araştırma, özellikle Universal Scene Description (USD) mimarisi, gerçek zamanlı render teknolojileri (RTX) ve sentetik veri üretim araçları aracılığıyla Omniverse’in çoklu yazılım ortamlarında birlikte çalışabilirlik sağlama kapasitesini ortaya koymaktadır. Omniverse’in modüler ve genişletilebilir yapısı, yalnızca oyun geliştirme süreçlerini değil, aynı zamanda disiplinlerarası yenilikçi iş akışlarını, kullanıcı deneyimini, dijital kültürde etkileşim biçimlerini ve iletişim yöntemlerini de desteklemektedir. Bununla birlikte, yüksek donanım gereksinimleri, öğrenme eğrisinin dikliği ve bulut tabanlı erişim eksiklikleri gibi sınırlılıklar tespit edilmiştir. Bulgular, Omniverse’in Metaverse ekosisteminde teknik bir araç olmanın ötesinde, dijital üretim kültürünü ve oyun temelli iletişim deneyimlerini dönüştüren stratejik bir altyapı sunduğunu göstermektedir.

Etik Beyan

Bu çalışma insan katılımcıları, insan verileri veya insan dokusu içermediğinden, Etik Kurul veya Kurumsal İnceleme Kurulu'ndan etik onay alınması gerekmemiştir.

Kaynakça

  • Ahmed, N., Afyouni, I., Dabool, H., & Al Aghbari, Z. (2024). A systemic survey of the Omniverse platform and its applications in data generation, simulation and metaverse. Frontiers in Computer Science, 6, Article 1423129. https://doi.org/10.3389/fcomp.2024.1423129
  • Alaeddinoğlu, M. F. (2023). İklim ve turizm için metaverse. Journal of Humanities and Tourism Research, 13(3), 689–700.
  • Aloqaily, M., Bouachir, O., Karray, F., Ridhawi, I. A., & Saddik, A. E. (2023). Integrating digital twin and advanced intelligent technologies to realize the metaverse. IEEE Consumer Electronics Magazine, 12(6), 47–55. https://doi.org/10.1109/MCE.2022.3212570
  • Bardzell, S., & Shankar, K. (2007). Video game technologies and virtual design: A study of virtual design teams in a metaverse. In Proceedings of the International Conference on Virtual Design (pp. 607–616).
  • Springer. https://doi.org/10.1007/978-3-540-73335-5_65
  • Baudrillard, J., & Adanır, O. (1998). Simülakrlar ve simülasyon. Dokuz Eylül Yayınları Ankara, Turkey. Bayezit, G. (2023). Sanal gerçeklikten fiziksel gerçekliğe yeni ilişki tarzları. Sosyolojik Bağlam Dergisi, 4(3), 326– 340. https://doi.org/10.52108/2757-5942.4.3.7
  • Boyali, U. (2023). Dijital oyun ve sosyal etkileşim. TAM Akademi Dergisi. https://doi.org/10.58239/tamde.2023.04.005.x
  • Chamusca, I., Winkler, I., Ferreira, C., Murari, T., & Apolinario, A. (2023). Evaluating design guidelines for intuitive virtual reality authoring tools: A nvidia omniverse's experiment. In: Preprints.
  • Chamusca, I. L., Cai, Y., Silva, P. M. C., Ferreira, C. V., Murari, T. B., Apolinario, A. L., & Winkler, I. (2024).
  • Evaluating design guidelines for intuitive, therefore sustainable, virtual reality authoring tools. Sustainability, 16(5), 1744. https://doi.org/10.3390/su16051744
  • Chia, A. (2022). The metaverse, but not the way you think: Game engines and automation beyond game development. Critical Studies in Media Communication, 39(3), 191–200. https://doi.org/10.1080/15295036.2022.2080850
  • Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M. K., Conboy, K., Doyle, R., Dubey, R., Dutot, V., Felix, R., Goyal, D. P., Gustafsson, A., Hinsch, C., Jebabli, I.,…Wamba, S. F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66, 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542
  • Görgülü, E. (2022). Jean Boudrillard’in simülasyon kuramı bağlamında metaverse ve gerçeklik. Ulakbilge Sosyal Bilimler Dergisi, 10(74), 727–738.
  • Jo, H., Park, S., Jeong, J., Yeon, J., & Lee, J. K. (2025). Metaverse gaming: Analyzing the impact of self- expression, achievement, social interaction, violence, and difficulty. Behaviour & Information Technology, 44(4), 749–763. https://doi.org/10.1080/0144929x.2024.2341059
  • Lee, L.-H., Braud, T., Zhou, P. Y., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2024). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. Foundations and Trends in Human-Computer Interaction, 18(2–3), 100–337. https://doi.org/10.1561/1100000095
  • Mirza-Babaei, P., Robinson, R., Mandryk, R., Pirker, J., Kang, C., & Fletcher, A. (2022). Games and the Metaverse. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, Bremen, Germany. https://doi.org/10.1145/3505270.3558355
  • Mohammed, S. Y., Aljanabi, M., & Gadekallu, T. R. (2024). Navigating the nexus: A systematic review of the symbiotic relationship between the metaverse and gaming. International Journal of Cognitive Computing in Engineering, 5, 88–103. https://doi.org/10.1016/j.ijcce.2024.02.001
  • Sun, J., Gan, W., Chao, H., & Yu, P. (2022). Metaverse: Survey, applications, security, and opportunities.arXiv preprint arXiv:2210.07990.
  • Tu, X. (2024). Industrial metaverse: Revolutionizing Industry 5.0 with digital twins and extended reality. Vatanen, J. (2024). Exploring NVIDIA omniverse ecosystem.

Advantages and Disadvantages of Nvidia Omniverse in Metaverse Game Design

Yıl 2026, Cilt: 16 Sayı: 1 , 135 - 144 , 06.04.2026
https://izlik.org/JA48UB65TH

Öz

This study assesses the technical, creative, and communicative capabilities of NVIDIA’s Omniverse platform and applies them in the metaverse-based game design process. By way of a literature review, the conceptual framework, and comparative analysis, the article highlights the capabilities of Omniverse at delivering interoperable technology across multiple software environments, ranging from USD (Universal Scene Description) to RTX (Real-time Rendering Technologies) to synthetic data generation tools. The platform is modular and extensible enough to support not just game development but also interdisciplinary innovative workflows, user experience, interaction strategies, and communication methods in digital culture. However, there are also limitations, including high hardware requirements, a steep learning curve, and the lack of cloud-based accessibility. Our findings suggest that Omniverse provides a strategic infrastructure that marks an entire paradigm shift in the metaverse landscape and reshapes the cultural paradigm of digital production and game communication.

Etik Beyan

This study did not involve human participants, human data, or human tissue; therefore, ethical approval from an Ethics Committee or Institutional Review Board was not required.

Kaynakça

  • Ahmed, N., Afyouni, I., Dabool, H., & Al Aghbari, Z. (2024). A systemic survey of the Omniverse platform and its applications in data generation, simulation and metaverse. Frontiers in Computer Science, 6, Article 1423129. https://doi.org/10.3389/fcomp.2024.1423129
  • Alaeddinoğlu, M. F. (2023). İklim ve turizm için metaverse. Journal of Humanities and Tourism Research, 13(3), 689–700.
  • Aloqaily, M., Bouachir, O., Karray, F., Ridhawi, I. A., & Saddik, A. E. (2023). Integrating digital twin and advanced intelligent technologies to realize the metaverse. IEEE Consumer Electronics Magazine, 12(6), 47–55. https://doi.org/10.1109/MCE.2022.3212570
  • Bardzell, S., & Shankar, K. (2007). Video game technologies and virtual design: A study of virtual design teams in a metaverse. In Proceedings of the International Conference on Virtual Design (pp. 607–616).
  • Springer. https://doi.org/10.1007/978-3-540-73335-5_65
  • Baudrillard, J., & Adanır, O. (1998). Simülakrlar ve simülasyon. Dokuz Eylül Yayınları Ankara, Turkey. Bayezit, G. (2023). Sanal gerçeklikten fiziksel gerçekliğe yeni ilişki tarzları. Sosyolojik Bağlam Dergisi, 4(3), 326– 340. https://doi.org/10.52108/2757-5942.4.3.7
  • Boyali, U. (2023). Dijital oyun ve sosyal etkileşim. TAM Akademi Dergisi. https://doi.org/10.58239/tamde.2023.04.005.x
  • Chamusca, I., Winkler, I., Ferreira, C., Murari, T., & Apolinario, A. (2023). Evaluating design guidelines for intuitive virtual reality authoring tools: A nvidia omniverse's experiment. In: Preprints.
  • Chamusca, I. L., Cai, Y., Silva, P. M. C., Ferreira, C. V., Murari, T. B., Apolinario, A. L., & Winkler, I. (2024).
  • Evaluating design guidelines for intuitive, therefore sustainable, virtual reality authoring tools. Sustainability, 16(5), 1744. https://doi.org/10.3390/su16051744
  • Chia, A. (2022). The metaverse, but not the way you think: Game engines and automation beyond game development. Critical Studies in Media Communication, 39(3), 191–200. https://doi.org/10.1080/15295036.2022.2080850
  • Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., Dennehy, D., Metri, B., Buhalis, D., Cheung, C. M. K., Conboy, K., Doyle, R., Dubey, R., Dutot, V., Felix, R., Goyal, D. P., Gustafsson, A., Hinsch, C., Jebabli, I.,…Wamba, S. F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66, 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542
  • Görgülü, E. (2022). Jean Boudrillard’in simülasyon kuramı bağlamında metaverse ve gerçeklik. Ulakbilge Sosyal Bilimler Dergisi, 10(74), 727–738.
  • Jo, H., Park, S., Jeong, J., Yeon, J., & Lee, J. K. (2025). Metaverse gaming: Analyzing the impact of self- expression, achievement, social interaction, violence, and difficulty. Behaviour & Information Technology, 44(4), 749–763. https://doi.org/10.1080/0144929x.2024.2341059
  • Lee, L.-H., Braud, T., Zhou, P. Y., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2024). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. Foundations and Trends in Human-Computer Interaction, 18(2–3), 100–337. https://doi.org/10.1561/1100000095
  • Mirza-Babaei, P., Robinson, R., Mandryk, R., Pirker, J., Kang, C., & Fletcher, A. (2022). Games and the Metaverse. In Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play, Bremen, Germany. https://doi.org/10.1145/3505270.3558355
  • Mohammed, S. Y., Aljanabi, M., & Gadekallu, T. R. (2024). Navigating the nexus: A systematic review of the symbiotic relationship between the metaverse and gaming. International Journal of Cognitive Computing in Engineering, 5, 88–103. https://doi.org/10.1016/j.ijcce.2024.02.001
  • Sun, J., Gan, W., Chao, H., & Yu, P. (2022). Metaverse: Survey, applications, security, and opportunities.arXiv preprint arXiv:2210.07990.
  • Tu, X. (2024). Industrial metaverse: Revolutionizing Industry 5.0 with digital twins and extended reality. Vatanen, J. (2024). Exploring NVIDIA omniverse ecosystem.
Toplam 19 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim ve Medya Çalışmaları (Diğer), Görsel Kültür
Bölüm Araştırma Makalesi
Yazarlar

Gökçe Özturan

Cengiz Şahin 0000-0002-8348-0913

Gönderilme Tarihi 11 Şubat 2026
Kabul Tarihi 10 Mart 2026
Yayımlanma Tarihi 6 Nisan 2026
IZ https://izlik.org/JA48UB65TH
Yayımlandığı Sayı Yıl 2026 Cilt: 16 Sayı: 1

Kaynak Göster

APA Özturan, G., & Şahin, C. (2026). Advantages and Disadvantages of Nvidia Omniverse in Metaverse Game Design. Journal of Humanities and Tourism Research, 16(1), 135-144. https://izlik.org/JA48UB65TH