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Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine

Yıl 2026, Cilt: 9 Sayı: 2, 656 - 684, 16.03.2026
https://doi.org/10.47495/okufbed.1723217
https://izlik.org/JA47AZ66JH

Öz

This research explores how virtual products, which are never physically manufactured, can be conceptualized, iteratively refined, and evaluated within a real-time 3D environment, using an autoethnographic methodology. Leveraging Unreal Engine’s capabilities for high-fidelity visualization, AI-driven behavior simulation, and interactive prototyping, the study examines the unique challenges and opportunities presented by designing products that exist only in virtual spaces. For this, the study experiments with the development and design process of an Intelligent Social Companion Product, a fully virtual, interactive entity, intended exclusively for use within Unreal Engine-powered projects, such as video games, simulations, and computer-generated media. Numerical data from design iterations, simulation performance, and reflective analysis are employed to assess efficiency, usability, and experiential quality. Findings reveal how virtual-only product design expands the boundaries of industrial design, reduces development costs, and enhances creative freedom while posing new considerations for user engagement and design validation. The research contributes to the understanding of the role of virtual environments in the future of industrial design education and practice.

Destekleyen Kurum

None

Kaynakça

  • Adams TE., Ellis C., Holman JS. Autoethnography. In: Matthes J. (ed) The International Encyclopedia of Communication Research Methods. USA: John Wiley & Sons Ltd 2017;1–11.
  • AIBO. Vikipedi, https://tr.wikipedia.org/w/index.php?title=AIBO&oldid=34830646 2025
  • Akpan IJ., Offodile OF. The role of virtual reality simulation in manufacturing in Industry 4.0. Systems Magazine 2024;12(1): 26.
  • Algharabat R., Alalwan AA., Rana NP., Dwivedi YK. Three-dimensional product presentation quality antecedents and their consequences for online retailers: The moderating role of virtual product experience. Journal of Retailing and Consumer Services 2017; (36): 203-217.
  • Auger J. Speculative design: Crafting the speculation. Digital Creativity 2013; 24(1): 11–35.
  • Bao JS., Jin Y., Gu MQ., Yan JQ., Ma DZ. Immersive virtual product development. Journal of Materials Processing Technology 2002; 129(1–3): 592–596.
  • Bardzell S., Bardzell J., Forlizzi J., Zimmerman J., Antanitis J. Critical design and critical theory: the challenge of designing for provocation. Proceedings of the Designing Interactive Systems Conference, ACM 2012; 288–297, Newcastle Upon Tyne, United Kingdom.
  • Bernardo N., Duarte E. Immersive virtual reality in an industrial design education context: What the future looks like according to its educators. Computer-Aided Design and Applications 2021; 19(2): 238–255.
  • Bernardo N., Duarte E. Industrial design education and immersive virtual reality: Perceptions on Utility and Integration. In: Marcus, A., Rosenzweig, E., Soares, M.M. (eds) Design, User Experience, and Usability. HCII 2023. Lecture Notes in Computer Science, Springer, Cham 2023; 14031.
  • Bochner A., Ellis C. Evocative autoethnography: Writing lives and telling stories. New York: Routledge 2016.
  • Bordegoni M., Ferrise F. Designing interaction with consumer products in a multisensory virtual reality environment. Virtual and Physical Prototyping 2013: 8(1): 51–64.
  • Breazeal CL. Sociable machines: Expressive social exchange between humans and robots. Massachusetts Institute of Technology, PhD Thesis, Pages: 264, Cambridge, Massachusetts, USA, May 2000.
  • Buchanan R. Thinking about design: a historical perspective. In: Meijers A. (ed.) Philosophy of technology and engineering sciences. Handbook of the philosophy of science. Amsterdam: North Holland; ScienceDirect 2009; 409-453.
  • Chaturvedi R., Verma S., Das R., Dwivedi YK. Social companionship with artificial intelligence: Recent trends and future avenues. Technological Forecasting and Social Change 2023; 193: 1-20.
  • Clavel C., Faur C., Martin JC., Pesty S., Duhaut D. Artificial companions with personality and social role. IEEE Symposium on Computational Intelligence for Creativity and Affective Computing (CICAC) 2013; 87–95. Singapore.
  • Colby VD. Developing fashion for video games: exploring design processes integrating Browzwear, Clo, and Unreal Engine. Washington State University, MSc Thesis, Pages:86, Washington, USA 2024.
  • Collins T., Thompson AJ. Digital versus physical textiles: a case study of Browzwear’s fabric rendering. The International Journal of Designed Objects 2024; 18(1): 125–144.
  • Cooper R., Lilyea B. I’m interested in autoethnography, but how do I do it? The Qualitative Report 2022; 27(1): 197-208.
  • Coulton P., Burnett D., Gradinar A. Games as speculative design: Allowing players to consider alternate presents and plausible futures. DRS Biennial Conference Series: Future Focused Thinking 2016;1609-1625, Brighton, UK.
  • Creswell JW., Poth CN. Qualitative inquiry and research design: Choosing among five approaches. eBook, SAGE Publications 2018.
  • Cross N. Design cognition: Results from protocol and other empirical studies of design activity. In: Eastman C., Newstatter W., McCracken M. (eds.), Design knowing and learning: Cognition in design education. Oxford: Elsevier 2001; 79–103.
  • David A., Joy E., Kumar S., Bezaleel SJ. Integrating virtual reality with 3D modeling for interactive architectural visualization and photorealistic simulation: A direction for future smart construction design using a game engine, Second International Conference on Image Processing and Capsule Networks 2022;180–192, Bangkok, Thailand
  • Davis D., Burry J., Burry M. Understanding visual scripts: Improving collaboration through modular programming. International Journal of Architectural Computing 2011; 9(4): 361–375.
  • Desmet PMA., Hekkert P. Framework of product experience. International Journal of Design 2007; 1(1): 13-23.
  • Ding Z., Ji Y., Gan Y., Wang Y., Xia Y. Current status and trends of technology, methods, and applications of human–computer intelligent interaction (HCII): A bibliometric research. Multimedia Tools and Applications 2024; 83(27): 69111–69144.
  • Djajadiningrat T., Wensveen S., Frens J., Overbeeke K. Tangible products: Redressing the balance between appearance and action. Personal and Ubiquitous Computing 2004; 8(5): 294–309.
  • Dunne A., Raby F. Speculative everything: Design, fiction, and social dreaming. Cambridge, MA: MIT Press 2024.
  • Elal İ., Özsoy ÖH. Investigating the effects of using artificial intelligence in the conceptual design phase of the industrial design process. Gazi University Journal of Science Part B: Art, Humanities, Design and Planning 2024; 12(2): 255-276.
  • Ellis C., Adams TE., Bochner AP. Autoethnography: An overview. Historical Social Research / Historische Sozialforschung 2011; 36(4): 273–290.
  • Ferrar S. The nature of non-physical space. Education & Curricula-09 Design Theory 2009; 208–213.
  • Gatzky T. Industrial design. In: Vajna S. (ed.), Integrated Design Engineering: Interdisciplinary and Holistic Product Development. Springer 2020; 221–253.
  • Ghaziany MR. Studying the principles and foundations of virtual architecture and the age of information architecture. International Journal of Health Sciences 2022: 6(S7): 5811–5824.
  • Ghinea M., Deac GC., Deac CN., Nita FA. The importance of virtual immersion in the rapid prototyping of industrial products. Journal of Physics: Conference Series, IOP Publishing 2021; 1935(1): 012010. Eger, Hungary.
  • Guo X., Liu SY., Gong SY., Cao Y., Wang J., Fang Y. Promoting math learning in educational games with virtual companions providing learning supports. Education and Information Technologies 2024; 29(16): 22341–22370.
  • Guo L., Wang P., Art product design and VR user experience based on IOT technology and visualization system, Journal of Sensors 2021; 6412703.
  • Jahandideh R. Luminant landscapes: Optimizing locomotion and interaction in virtual environments. İstanbul Technical University, MSc. Thesis, Pages: 111, İstanbul, Turkey, 2024.
  • Jezernik A., Hren G. A solution to integrate computer-aided design (CAD) and virtual reality (VR) databases in design and manufacturing processes. The International Journal of Advanced Manufacturing Technology 2003; 22(11): 768–774.
  • Kloiber S., Schinko C., Settgast V., Weinzerl M., Schreck T., Preiner R. Integrating assembly process design and VR-based evaluation using the Unreal Engine. Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications 2020; 271–278, Valletta.
  • Kuhn D., Weinstock M. What is epistemological thinking and why does it matter? In: Hofer B. K., Pintrich P. R. (Eds.), Personal Epistemology: The psychology of beliefs about knowledge and knowing. New Jersey: Lawrence Erlbaum Associates Publishers, 2002.
  • Lee CF., Li JG. Applications of virtual manufacturing in materials processing. Journal of Materials Processing Technology 2001; 113(1): 416–423.
  • Lee N. Unreal Engine, a 3D game engine. In: Lee, N. (ed.) Encyclopedia of Computer Graphics and Games. Springer International Publishing 2023; 1944–1947.
  • Loy J., Canning S., Little C. Industrial design digital technology. Procedia Technology 2015; 20: 32–38. Geelong, Australia.
  • Matarić MJ., Scassellati B. Socially assistive robotics. In: Siciliano B., Khatib O. (eds.), Springer Handbook of Robotics. Cham, Springer 2016; 1973–1994.
  • McCarthy J. Artificial intelligence, logic, and formalizing common sense. In: Batty M., Hudson-Smith A. (eds.), Machine Learning and the City. Chichester: John Wiley & Sons 2022; 69–90.
  • Morgan DL., Morgan RK. Single-participant research design: Bringing science to managed care. American Psychologist 2001; 56(2): 119–127.
  • Mortimer J., Richards K., Pilcher N. The ‘skills gap’ in the animation/VFX industry in Scotland. Animation 2024; 19(2–3): 161–176.
  • Müller M., Günther T., Kammer D., Wojdziak J., Lorenz S., Groh R. Smart prototyping - improving the evaluation of design concepts using virtual reality. In: Lackey S., Shumaker R. (eds.), Virtual, Augmented and Mixed Reality. Cham: Springer 2016; 47–58.
  • Naseer F., Khan MN., Tahir M., Addas A., Kashif H. Enhancing elderly care with socially assistive robots: A holistic framework for mobility, interaction, and well-being. IEEE Access 2025; 13: 82698–82717.
  • Nilsson NJ. Logic and artificial intelligence. Artificial Intelligence 1991; 47(1): 31–56.
  • Ninci J. Single-case data analysis: A practitioner guide for accurate and reliable decisions. Behavior Modification 2023; 47(6): 1455–1481.
  • Ompico CD., Bugtai N., Munsayac F. Recent developments on social robots and imitation learning for robotic therapy. Journal of Physics Conference Series 2021; 2071(1): 012021. Bristol, UK.
  • Özsoy HÖ. Evaluation of industrial designs by using the analytical hierarchy process and parallel prototyping. Tasarım + Kuram 2019; 15(27).
  • Özsoy HÖ. Investigating industrial design students’ expectations from technically oriented courses: With a case study on electro-mechanical applications. Tasarım + Kuram 2020; 16(31): 18–35.
  • Özsoy HÖ. AI-driven tools for advancing the industrial design process – A literature review. Gazi University Journal of Science Part B: Art, Humanities, Design and Planning 2025; 13(1): 77–96.
  • Page ME. Blending engineering modeling, industrial design, and physical prototyping in product design. Massachusetts Institute of Technology, MSc. Thesis, Pages:71, Cambridge, Massachusetts, USA, 2000.
  • Pervez F., Shoukat M., Usama M., Sandhu M., Latif S., Qadir J. Affective computing and the road to an emotionally intelligent metaverse. IEEE Open Journal of the Computer Society 2024: 5: 195–214.
  • Pfadenhauer M. The contemporary appeal of artificial companions: Social robots as vehicles to cultural worlds of experience. The Information Society 2015; 31(3): 284–293.
  • Pizzolante M., Bartolotta S., Sarcinella ED., Chirico A., Gaggioli A. Virtual vs. Real: exploring perceptual, cognitive and affective dimensions in design product experiences. BMC Psychology 2024; 12(1): 10.
  • Pretty EJ., Fayek HM., Zambetta F. A case for personalized non-player character companion design. International Journal of Human–Computer Interaction 2024; 40(12): 3051–3070.
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Fizikselin Ötesinde Endüstriyel Tasarım: Unreal Engine Kullanılarak Yürütülen Sanal Ürün Geliştirme Uygulamalarına Yönelik Otoetnografik Bir İnceleme

Yıl 2026, Cilt: 9 Sayı: 2, 656 - 684, 16.03.2026
https://doi.org/10.47495/okufbed.1723217
https://izlik.org/JA47AZ66JH

Öz

Bu araştırma, sanal ürünlerin gerçek zamanlı bir 3B ortamda nasıl kavramsallaştırılabileceğini, yinelemeli olarak geliştirilebileceğini ve değerlendirilebileceğini otoetnografik bir yöntemle incelemektedir. Unreal Engine’in yüksek gerçeklikte görselleştirme, yapay zekâ destekli davranış simülasyonu ve etkileşimli prototipleme yeteneklerinden yararlanarak, yalnızca sanal ortamlarda var olan ürünlerin tasarımına özgü fırsatlar ve zorluklar ele alınmaktadır. Bu amaçla, çalışmada Unreal Engine tabanlı projeler—video oyunları, simülasyonlar ve bilgisayar üretimi medya içerikleri gibi—için özel olarak tasarlanmış, tamamen sanal ve etkileşimli bir ürün olan Zeki Sosyal Yoldaş Ürün’ün (ADA) geliştirme süreci deneyimlenmiştir. Tasarım yinelemeleri, simülasyon performansı ve yansıtıcı analizlerden elde edilen sayısal veriler kullanılarak süreç verimliliği, kullanılabilirlik ve deneyimsel kalite değerlendirilmiştir. Bulgular, yalnızca sanal ürün tasarımının endüstriyel tasarımın sınırlarını genişlettiğini, geliştirme maliyetlerini düşürdüğünü ve yaratıcı özgürlüğü artırdığını, ancak kullanıcı etkileşimi ve tasarım doğrulaması açısından yeni sorular doğurduğunu göstermektedir. Bu çalışma, sanal ortamların endüstriyel tasarım eğitimi ve pratiğindeki gelecekteki rolüne dair kavrayışa katkı sunmaktadır.

Etik Beyan

Bu araştırma, kendi verilerimizi kullandığımız, dış katılımcı içermeyen, insanlar veya hayvanlar üzerinde deney verisi kullanmayan bir çalışmadır. Kullanılan tüm dış kaynaklar metin içerisinde ve metin sonundaki kaynakçada açıkça belirtilmiştir. Bu nedenle etik kurul izni gerektirmemektedir.

Destekleyen Kurum

Yoktur

Teşekkür

zamanınız ve emeğiniz için teşekkür ederim. Makalemin uygun bulunması dileklerimle.

Kaynakça

  • Adams TE., Ellis C., Holman JS. Autoethnography. In: Matthes J. (ed) The International Encyclopedia of Communication Research Methods. USA: John Wiley & Sons Ltd 2017;1–11.
  • AIBO. Vikipedi, https://tr.wikipedia.org/w/index.php?title=AIBO&oldid=34830646 2025
  • Akpan IJ., Offodile OF. The role of virtual reality simulation in manufacturing in Industry 4.0. Systems Magazine 2024;12(1): 26.
  • Algharabat R., Alalwan AA., Rana NP., Dwivedi YK. Three-dimensional product presentation quality antecedents and their consequences for online retailers: The moderating role of virtual product experience. Journal of Retailing and Consumer Services 2017; (36): 203-217.
  • Auger J. Speculative design: Crafting the speculation. Digital Creativity 2013; 24(1): 11–35.
  • Bao JS., Jin Y., Gu MQ., Yan JQ., Ma DZ. Immersive virtual product development. Journal of Materials Processing Technology 2002; 129(1–3): 592–596.
  • Bardzell S., Bardzell J., Forlizzi J., Zimmerman J., Antanitis J. Critical design and critical theory: the challenge of designing for provocation. Proceedings of the Designing Interactive Systems Conference, ACM 2012; 288–297, Newcastle Upon Tyne, United Kingdom.
  • Bernardo N., Duarte E. Immersive virtual reality in an industrial design education context: What the future looks like according to its educators. Computer-Aided Design and Applications 2021; 19(2): 238–255.
  • Bernardo N., Duarte E. Industrial design education and immersive virtual reality: Perceptions on Utility and Integration. In: Marcus, A., Rosenzweig, E., Soares, M.M. (eds) Design, User Experience, and Usability. HCII 2023. Lecture Notes in Computer Science, Springer, Cham 2023; 14031.
  • Bochner A., Ellis C. Evocative autoethnography: Writing lives and telling stories. New York: Routledge 2016.
  • Bordegoni M., Ferrise F. Designing interaction with consumer products in a multisensory virtual reality environment. Virtual and Physical Prototyping 2013: 8(1): 51–64.
  • Breazeal CL. Sociable machines: Expressive social exchange between humans and robots. Massachusetts Institute of Technology, PhD Thesis, Pages: 264, Cambridge, Massachusetts, USA, May 2000.
  • Buchanan R. Thinking about design: a historical perspective. In: Meijers A. (ed.) Philosophy of technology and engineering sciences. Handbook of the philosophy of science. Amsterdam: North Holland; ScienceDirect 2009; 409-453.
  • Chaturvedi R., Verma S., Das R., Dwivedi YK. Social companionship with artificial intelligence: Recent trends and future avenues. Technological Forecasting and Social Change 2023; 193: 1-20.
  • Clavel C., Faur C., Martin JC., Pesty S., Duhaut D. Artificial companions with personality and social role. IEEE Symposium on Computational Intelligence for Creativity and Affective Computing (CICAC) 2013; 87–95. Singapore.
  • Colby VD. Developing fashion for video games: exploring design processes integrating Browzwear, Clo, and Unreal Engine. Washington State University, MSc Thesis, Pages:86, Washington, USA 2024.
  • Collins T., Thompson AJ. Digital versus physical textiles: a case study of Browzwear’s fabric rendering. The International Journal of Designed Objects 2024; 18(1): 125–144.
  • Cooper R., Lilyea B. I’m interested in autoethnography, but how do I do it? The Qualitative Report 2022; 27(1): 197-208.
  • Coulton P., Burnett D., Gradinar A. Games as speculative design: Allowing players to consider alternate presents and plausible futures. DRS Biennial Conference Series: Future Focused Thinking 2016;1609-1625, Brighton, UK.
  • Creswell JW., Poth CN. Qualitative inquiry and research design: Choosing among five approaches. eBook, SAGE Publications 2018.
  • Cross N. Design cognition: Results from protocol and other empirical studies of design activity. In: Eastman C., Newstatter W., McCracken M. (eds.), Design knowing and learning: Cognition in design education. Oxford: Elsevier 2001; 79–103.
  • David A., Joy E., Kumar S., Bezaleel SJ. Integrating virtual reality with 3D modeling for interactive architectural visualization and photorealistic simulation: A direction for future smart construction design using a game engine, Second International Conference on Image Processing and Capsule Networks 2022;180–192, Bangkok, Thailand
  • Davis D., Burry J., Burry M. Understanding visual scripts: Improving collaboration through modular programming. International Journal of Architectural Computing 2011; 9(4): 361–375.
  • Desmet PMA., Hekkert P. Framework of product experience. International Journal of Design 2007; 1(1): 13-23.
  • Ding Z., Ji Y., Gan Y., Wang Y., Xia Y. Current status and trends of technology, methods, and applications of human–computer intelligent interaction (HCII): A bibliometric research. Multimedia Tools and Applications 2024; 83(27): 69111–69144.
  • Djajadiningrat T., Wensveen S., Frens J., Overbeeke K. Tangible products: Redressing the balance between appearance and action. Personal and Ubiquitous Computing 2004; 8(5): 294–309.
  • Dunne A., Raby F. Speculative everything: Design, fiction, and social dreaming. Cambridge, MA: MIT Press 2024.
  • Elal İ., Özsoy ÖH. Investigating the effects of using artificial intelligence in the conceptual design phase of the industrial design process. Gazi University Journal of Science Part B: Art, Humanities, Design and Planning 2024; 12(2): 255-276.
  • Ellis C., Adams TE., Bochner AP. Autoethnography: An overview. Historical Social Research / Historische Sozialforschung 2011; 36(4): 273–290.
  • Ferrar S. The nature of non-physical space. Education & Curricula-09 Design Theory 2009; 208–213.
  • Gatzky T. Industrial design. In: Vajna S. (ed.), Integrated Design Engineering: Interdisciplinary and Holistic Product Development. Springer 2020; 221–253.
  • Ghaziany MR. Studying the principles and foundations of virtual architecture and the age of information architecture. International Journal of Health Sciences 2022: 6(S7): 5811–5824.
  • Ghinea M., Deac GC., Deac CN., Nita FA. The importance of virtual immersion in the rapid prototyping of industrial products. Journal of Physics: Conference Series, IOP Publishing 2021; 1935(1): 012010. Eger, Hungary.
  • Guo X., Liu SY., Gong SY., Cao Y., Wang J., Fang Y. Promoting math learning in educational games with virtual companions providing learning supports. Education and Information Technologies 2024; 29(16): 22341–22370.
  • Guo L., Wang P., Art product design and VR user experience based on IOT technology and visualization system, Journal of Sensors 2021; 6412703.
  • Jahandideh R. Luminant landscapes: Optimizing locomotion and interaction in virtual environments. İstanbul Technical University, MSc. Thesis, Pages: 111, İstanbul, Turkey, 2024.
  • Jezernik A., Hren G. A solution to integrate computer-aided design (CAD) and virtual reality (VR) databases in design and manufacturing processes. The International Journal of Advanced Manufacturing Technology 2003; 22(11): 768–774.
  • Kloiber S., Schinko C., Settgast V., Weinzerl M., Schreck T., Preiner R. Integrating assembly process design and VR-based evaluation using the Unreal Engine. Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications 2020; 271–278, Valletta.
  • Kuhn D., Weinstock M. What is epistemological thinking and why does it matter? In: Hofer B. K., Pintrich P. R. (Eds.), Personal Epistemology: The psychology of beliefs about knowledge and knowing. New Jersey: Lawrence Erlbaum Associates Publishers, 2002.
  • Lee CF., Li JG. Applications of virtual manufacturing in materials processing. Journal of Materials Processing Technology 2001; 113(1): 416–423.
  • Lee N. Unreal Engine, a 3D game engine. In: Lee, N. (ed.) Encyclopedia of Computer Graphics and Games. Springer International Publishing 2023; 1944–1947.
  • Loy J., Canning S., Little C. Industrial design digital technology. Procedia Technology 2015; 20: 32–38. Geelong, Australia.
  • Matarić MJ., Scassellati B. Socially assistive robotics. In: Siciliano B., Khatib O. (eds.), Springer Handbook of Robotics. Cham, Springer 2016; 1973–1994.
  • McCarthy J. Artificial intelligence, logic, and formalizing common sense. In: Batty M., Hudson-Smith A. (eds.), Machine Learning and the City. Chichester: John Wiley & Sons 2022; 69–90.
  • Morgan DL., Morgan RK. Single-participant research design: Bringing science to managed care. American Psychologist 2001; 56(2): 119–127.
  • Mortimer J., Richards K., Pilcher N. The ‘skills gap’ in the animation/VFX industry in Scotland. Animation 2024; 19(2–3): 161–176.
  • Müller M., Günther T., Kammer D., Wojdziak J., Lorenz S., Groh R. Smart prototyping - improving the evaluation of design concepts using virtual reality. In: Lackey S., Shumaker R. (eds.), Virtual, Augmented and Mixed Reality. Cham: Springer 2016; 47–58.
  • Naseer F., Khan MN., Tahir M., Addas A., Kashif H. Enhancing elderly care with socially assistive robots: A holistic framework for mobility, interaction, and well-being. IEEE Access 2025; 13: 82698–82717.
  • Nilsson NJ. Logic and artificial intelligence. Artificial Intelligence 1991; 47(1): 31–56.
  • Ninci J. Single-case data analysis: A practitioner guide for accurate and reliable decisions. Behavior Modification 2023; 47(6): 1455–1481.
  • Ompico CD., Bugtai N., Munsayac F. Recent developments on social robots and imitation learning for robotic therapy. Journal of Physics Conference Series 2021; 2071(1): 012021. Bristol, UK.
  • Özsoy HÖ. Evaluation of industrial designs by using the analytical hierarchy process and parallel prototyping. Tasarım + Kuram 2019; 15(27).
  • Özsoy HÖ. Investigating industrial design students’ expectations from technically oriented courses: With a case study on electro-mechanical applications. Tasarım + Kuram 2020; 16(31): 18–35.
  • Özsoy HÖ. AI-driven tools for advancing the industrial design process – A literature review. Gazi University Journal of Science Part B: Art, Humanities, Design and Planning 2025; 13(1): 77–96.
  • Page ME. Blending engineering modeling, industrial design, and physical prototyping in product design. Massachusetts Institute of Technology, MSc. Thesis, Pages:71, Cambridge, Massachusetts, USA, 2000.
  • Pervez F., Shoukat M., Usama M., Sandhu M., Latif S., Qadir J. Affective computing and the road to an emotionally intelligent metaverse. IEEE Open Journal of the Computer Society 2024: 5: 195–214.
  • Pfadenhauer M. The contemporary appeal of artificial companions: Social robots as vehicles to cultural worlds of experience. The Information Society 2015; 31(3): 284–293.
  • Pizzolante M., Bartolotta S., Sarcinella ED., Chirico A., Gaggioli A. Virtual vs. Real: exploring perceptual, cognitive and affective dimensions in design product experiences. BMC Psychology 2024; 12(1): 10.
  • Pretty EJ., Fayek HM., Zambetta F. A case for personalized non-player character companion design. International Journal of Human–Computer Interaction 2024; 40(12): 3051–3070.
  • Qu Y., Lo CKY., Baek E. From humanoid to virtual humans: A systematic literature review of avatar marketing. International Journal of Human–Computer Interaction 2025; 41(20): 12602–12621.
  • Rault JL. Pets in the digital age: live, robot, or virtual?. Frontiers in Veterinary Science 2015; 2: 11.
  • Roberts S., Page R., Richardson M. Designing in virtual environments: The integration of virtual reality tools into industrial design research and education. DRS Biennial Conference Series 2020; 11-14. Online.
  • Sanders A. An introduction to Unreal Engine 4. New York: A K Peters/CRC Press; 2016: 270.
  • Self JA. The use of design tools in industrial design practice. Kingston University, PhD. Thesis, Pages:521, London, UK, 2012.
  • Sentana GI., Llorca SJ., Navarro A., Jara CA. Interactive industrial design applied to modular product development. In: Manchado VC., Miralbes BR., Peris FG., Moncho SM., Rizzi, C., Roucoules, L. (eds), Advances on Mechanics, Design Engineering and Manufacturing V. Lecture Notes in Mechanical Engineering. Cham: Springer Nature Switzerland 2025; 1039–1056.
  • Silverio FM., Renukappa S., Suresh S. What is a smart device? - A conceptualization within the paradigm of the Internet of Things. Visualization in Engineering 2018; 6(1): 3.
  • Tan Q., Li H. Application of computer-aided design in product innovation and development: Practical examination on taking the industrial design process. IEEE Access 2024; 12: 85622–85634.
  • Tarisayi KS. Autoethnography as a qualitative methodology: conceptual foundations, techniques, benefits, and limitations. Journal of Phenomenology and Education 2023; 27(67): 53–63.
  • The Therapeutic Robot. Internet source. https://www.paroseal.co.uk/ (Access Date 18.10.2025)
  • Ulrich KT., Eppinger SD. Product design and development. New York: McGraw-Hill; 2011.
  • Wakkary R., Oogjes D., Lin HWJ., Hauser S. Philosophers living with the tilting bowl. Conference on Human Factors in Computing Systems 2018; 1–12. NY, USA.
  • Wang J., Mokmin NAM., Ji S. Enhancing higher education art students’ learning experience through virtual reality: A comprehensive literature review of product design courses. Interactive Learning Environments 2024; 32(10): 7399–7415.
  • Xiao L. A review of interactive design and user experience research on virtual simulation technology in commercial product presentation. International Conference on Artificial Intelligence, Digital Media Technology, and Interaction Design 2025; 170–178. NY, USA.
  • Xie Z., Wu X., Xie Y. Can interaction with generative artificial intelligence enhance learning autonomy? A longitudinal study from comparative perspectives of virtual companionship and knowledge acquisition preferences. Journal of Computer Assisted Learning 2024; 40(5): 2369–2384.
  • Xue H., Van Kooten K. Inside out: addressing the ‘how’ of data collection in experience design research applying introspective methods. Advanced Design Research 2023; 1(2): 109–125.
  • Xue H., Van Kooten K., Desmet PMA. A consent for myself/ourselves: Designing for responsible use of autoethnography. CoDesign 2025; 1–17.
  • Yadav MS., Pavlou PA. Technology-enabled interactions in digital environments: A conceptual foundation for current and future research. Journal of the Academy of Marketing Science 2020; 48(1): 132–136.
  • Zhang M., Zhang X., Chen Z., Wang Z., Liu C., Park K. Charting the path of technology-integrated competence in industrial design during the era of Industry 4.0. Sustainability 2024;16(2): 751.
  • Zhao J., Cai X. Shaping the creative landscape through the role of digital and computer technologies in advancing art product design and industry applications. The International Journal of Advanced Manufacturing Technology 2023; 1-11.
  • Zhong G., Vijay VC., Perera N. Enhancing engineering product design using a knowledge-based game engine platform. Engineering Advances 2024; 3(6): 454–459.
Toplam 80 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Yeni Ürün Geliştirme
Bölüm Araştırma Makalesi
Yazarlar

Hüseyin Özkal Özsoy 0000-0001-5531-3539

Gönderilme Tarihi 19 Haziran 2025
Kabul Tarihi 27 Eylül 2025
Yayımlanma Tarihi 16 Mart 2026
DOI https://doi.org/10.47495/okufbed.1723217
IZ https://izlik.org/JA47AZ66JH
Yayımlandığı Sayı Yıl 2026 Cilt: 9 Sayı: 2

Kaynak Göster

APA Özsoy, H. Ö. (2026). Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi, 9(2), 656-684. https://doi.org/10.47495/okufbed.1723217
AMA 1.Özsoy HÖ. Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi. 2026;9(2):656-684. doi:10.47495/okufbed.1723217
Chicago Özsoy, Hüseyin Özkal. 2026. “Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine”. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi 9 (2): 656-84. https://doi.org/10.47495/okufbed.1723217.
EndNote Özsoy HÖ (01 Mart 2026) Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi 9 2 656–684.
IEEE [1]H. Ö. Özsoy, “Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine”, Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi, c. 9, sy 2, ss. 656–684, Mar. 2026, doi: 10.47495/okufbed.1723217.
ISNAD Özsoy, Hüseyin Özkal. “Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine”. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi 9/2 (01 Mart 2026): 656-684. https://doi.org/10.47495/okufbed.1723217.
JAMA 1.Özsoy HÖ. Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi. 2026;9:656–684.
MLA Özsoy, Hüseyin Özkal. “Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine”. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi, c. 9, sy 2, Mart 2026, ss. 656-84, doi:10.47495/okufbed.1723217.
Vancouver 1.Hüseyin Özkal Özsoy. Industrial Design Beyond the Physical: An Autoethnographic Investigation into Virtual Product Development Practices Using Unreal Engine. Osmaniye Korkut Ata Üniversitesi Fen Bilimleri Enstitüsü Dergisi. 01 Mart 2026;9(2):656-84. doi:10.47495/okufbed.1723217

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