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YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA

Yıl 2023, , 255 - 275, 08.09.2023
https://doi.org/10.30794/pausbed.1290986

Öz

Yeni medya sistemi, içerik endüstrisinin bilgi ve iletişim teknolojileri ile web tabanlı sistemler üzerinden yayılım gösterdiği ağlar arası etkileşim ve sanal kültürleme eylemlerine karşılık gelmektedir. Ağ toplumunun temel özelliklerini yansıtan kullanıcıların internet tabanlı hareketleri, dijital deneyimlenme alanları olarak sosyal ağlar ve bilişim sistemleriyle uyumluluk göstermektedir. Sanal sistemler, kapsayıcı ve ortak davranış eylemlerinin hızla yayılım sağladığı yirmi birinci yüzyılda, iletişim ekseninde köklü dönüşümler yaratmaktadır. Yapay zekâ; yazılı, görsel-işitsel ve insan-makine etkileşimine kaynaklık eden sistemlerde hata faktörünün azaltılmasını sağlayan teknolojik sistemler bütünüdür. Yapay zekâ uygulama araçları ise sanal etkileşim ve dijitalleşme süreçlerinde içeriğin tasarlanması ve dolaşım kazanmasında anahtar bir rol üstlenmektedir. Siber fiziksel sistemler, ağ ve bulut tabanlı uygulamalar ile hipergerçeklik ve fütüristik alanlarda yapay zekanın enformasyon akış süreçlerinde de hızlandırıcı işlevleri bulunmaktadır. Yeni medyanın önemli bir ögesi olarak tanımlanan içerik ortamlarının şekillenmesinde son yıllarda yapay zekâ uygulamalarından sıklıkla yararlanılmaktadır. Bunun dışında çevrimiçi haber yazımı ile dijital hikayeleştirme gibi insanın entelektüel ve kültürel seviyesini belirten alanda hikayeleştirme pratiklerini destekleyen yapay zekâ, içerik yönetimi politikalarını da dönüştürmektedir. Yapay zekâ üzerinden senaryo yazılması, farklı biçimlerde ürünlerin oluşturulması noktasında çoklu anlatı katmanlarının test edildiği makine öğrenmesi sistemiyle bağlantılı deneysel çalışmalar gerçekleştirilmektedir. Bu çalışmada dijital hikayeleştirme ve senaryo yazımı konusunda derin öğrenme teknikleriyle, üç farklı yapay zekâ uygulaması üzerinden dört aşamalı bir metin yönergesi ölçütüyle bir proje çalışması yapılmıştır. Yapay zekâ tabanlı bu uygulamada, senaryo öyküsü, yedi sahneli diyalektik bir senaryo ile ilk aşamada metin yazımı gerçekleştirilmiş, ardından metin içeriğinin yazılım kodu dönüştürülmüş ve içeriğin başarılı bir görsel örneği çıkarılmıştır.

Kaynakça

  • Ardatürk, A.Ş. (2022). “Tasarımcı zihninin bir yansıması olarak; “yapay zeka””. Online Journal of Art and Design, 10(4), 283-300.
  • Aristotle. (2009). Poetics. Ernest Barker, (Trans.), and R. F. Stalley, (Rev.). Oxford University Press, UK. ASCII (2023). ASCII Senaryo 8’li Süreç Diyagramı. https://chatbot.theb.ai (10.02.2023).
  • Aydemir, M. (2022). “Yapay zekanın bilimkurgu filmlerinde öğrenme eylemi üzerinden içeriği oluşturması: Sunspring filmi örneği”, İletişim Çalışmaları 2022, (Ed: Aytekin İşman, Aydın Ziya Özgür, Yusuf Adıgüzel, Nesrin Akıncı Çötok, Dilan Çiftçi ve Mustafa Öztunç̧), (ss. 323-346). Eğitim Yayınevi, Konya.
  • Baim, S. A. (2015). “Digital storytelling: Conveying the essence of a face-to-face lecture in an online learning environment”, Journal of Effective Teaching, 15(1), 47-58
  • Balaman, S. (2018). “Digital storytelling: A multimodal narrative writing genre”, Journal of Language and Linguistic Studies, 14(3), 202-212.
  • Barber, J. F. (2016). “Digital storytelling: New opportunities for humanities Scholarship and pedagogy”, Cogent Arts & Humanities, 3(1), Article 1181037.
  • Barrett, H. (2006). “Researching and evaluating digital storytelling as a deep learning tool”. In C. Crawford, et al. (Eds.), Proceedings of society for information technology and teacher education international conference 2006, (pp. 647-654), AACE, Chesapeake, VA.
  • Bazin, A. (1966). Çağdaş Sinemanın Sorunları, (1. Basım) Bilgi Yayınevi, İstanbul.
  • Bood, R., ve Postma, T. (1997). “Strategic learning with scenarios”, European Management Journal, 15(6), 633-647. https://doi.org/10.1016/S0263-2373(97)00047-9.
  • Bordwell, D., ve Thompson, K. (2009). Film Sanatı, (Çev.) Ertan Yılmaz ve Emrah Suat Anat, De Ki Yayınları, Ankara.
  • Bunn, D. W., ve Salo, Ahti A. (1993). “Forecasting with scenarios”, European Journal of Operational Research, 68(3), 291-303. https://doi.org/10.1016/0377-2217(93)90186-Q.
  • Chang, W. N. (2017). “The effects of digital storytelling on student achievement, social presence, and attitude in online collaborative learning environments”, Interactive Learning Environments, 25(3), 412-427.
  • Chat GPT (2023). Senaryo Tasarım ve Metin Kesiti. https://chat.openai.com (10.02.2023).
  • Danto, A. C. (1981). The Transfiguration of the commonplace: A Philosophy of Art. Harvard University Press, US.
  • Fisher, R. (2002). Representations of artificial intelligence in Cinema, http://www.dai.ed.ac.uk/homes/rbf/AImovies.htm (08.07.2023)
  • Frazel, M. (2010). “Digital storytelling guide for educator’s”, International Society for Technology in Education, Washington, DC.
  • Godet, M. (1994). From anticipation to action: A handbook of strategic prospective. France: UNESCO Publishing.
  • Goodman, N. (1968). Languages of art: An approach to a theory of symbols. Bobbs-Merrill, Indianapolis.
  • Hartley, J., ve McWilliam, K., (Eds), (2009). Story Circle: Digital Storytelling Around the World, Wiley-Blackwell, New Yok.
  • Heidegger, M. (2001). The Origin of the work of art. In A. Hofstadter (Ed.), Poetry, Language, Thought (2nd ed.) (pp. 15-87). Harper Perennial.
  • Hess, M. E. (2014). “A new culture of learning: Digital storytelling and faith formation”. Dialog, 53(1), 12–22.
  • Hung, C. M., Hwang, G. J., ve Huang, I. (2012). “A project-based digital storytelling approach for improving students’ learning motivation, problem-solving competences and learning achievements”, Educational Technology & Society, 15(4), 368–379.
  • Huss, W.R., ve Honton, E.J. (1987). “Scenario planning-What style should you use?”, Long Range Planning, 20(4), 21-29. https://doi.org/10.1016/0024-6301(87)90152-X. Karakoyun, F., ve Kuzu, A. (2016). “The investigation of preservice teachers’ and primary school students’ views about online digital storytelling”, European Journal of Contemporary Education, 15(1), 51-64.
  • Kearney, M. (2011). “A learning design for student-generated digital storytelling”, Learning, Media and Technology, 36(2), 169–188
  • Keller, J., ve Suzuki, K. (2004). “Learner motivation and e-learning design: A multinationally validated process”. Journal of Educational Media, 29(3), 229-239.
  • Kit Ng, Davy Tsz., Luo, Wanying., Chan, Helen Man Yi., ve Wah Chu, Samuel Kai (2022). “Using digital story writing as a pedagogy to develop AI literacy among primary students”, Computers and Education: Artificial Intelligence 3(2022) 100054, 1-14. https://doi.org/10.1016/j.caeai.2022.100054
  • Kortegast, C., ve Davis, J. (2017). “Theorizing the self: Digital storytelling, applying theory, and multimodal learning”. College Teaching, 65(3), 106-114.
  • Kreider, T. (2002). “AI: Artificial Intelligence”. Film Quarterly, 56(2), 32-39.
  • Lambert, J., ve Hessler, B. (2018). Digital storytelling: Capturing lives, creating community. Routledge, UK.
  • Lambert, J. (2013). Digital Storytelling: Capturing lives, creating community (4th ed.). Routledge, New York.
  • Lambert, J. (2010). Digital Storytelling Cookbook. Berkeley, CA, Digital Diner Press.
  • Meadows, D. (2003). “Digital Storytelling: Research-Based Practice in New Media”, London, SAGE Publications. Thousand Oaks, Visual Communication 2(2), 189-193. https://doi.org/10.1177/1470357203002002004
  • Merleau-Ponty, M. (1964). Eye and Mind. In J. E. Edie (Ed.), The Primacy of Perception (pp. 159-190). Evanston, IL: Northwestern UP.
  • Merritt, S. (2006). “Digital storytelling: Time, identity and morality in multimedia personal narratives of college writing students”, International Journal of Learning, 13(8), 21–36.
  • Midjourney (2023). Senaryo Tasarım ve Metin Görselleştirme Kesiti https://www.midjourney.com/home/?callbackUrl=%2Fapp%2F (11.02.2023).
  • Muratoğlu Pehlivan, B., ve Türkgeldi, S. K. (2020). “Post-modern dönemde senaristin ve izleyicinin rolü: Yapay zeka, interaktif drama ve sinemanın geleceğine dair bir öngörü”. MANAS Sosyal Araştırmalar Dergisi, 9 (4), 2638-2652. https://doi.org/10.33206/mjss.729623
  • NoonShot (2023). NoonShot Prompter Asistanı Metin Kodlama Kesiti https://prompt.noonshot.com/ (11.02.2023).
  • Ohler, J. B. (2008). Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning, and Creativity. Corwin Press, California.
  • Önsel Şahin, Ş. (2002). Yapay Sinir Ağları Yardımı ile Dinamik Bir Senaryo Analizi, (Yayımlanmamış Doktora Tezi), İstanbul, İstanbul Teknik Üniversitesi.
  • Papadopoulou, S., ve Vlachos, K. (2014). “Using digital storytelling to develop foundational and new literacies”. Research Papers in Language Teaching & Learning, 5(1),235–258.
  • Robin, B.R. (2008a). The educational uses of digital storytelling-Getting started. (13.02.2023). http://digitalstorytelling.coe.uh.edu/getting_started.html.
  • Robin, B. R. (2008b). “Digital storytelling: A powerful technology tool for the 21st century classrooms”. Theory into practice, 47(3), 220-228.
  • Schelde, P. (1994). Androids, humanoids, and other science fiction monsters: Science and Soul in Science Fiction Films. https://www.thefreelibrary.com/Androids, Humanoids, and Other Science Fiction Monsters: Science and...-a015266296 (13.07.2023)
  • Schoemaker, Paul J. H. (1995). “Scenario Planning: A Tool for Strategic Thinking, Sloan Management Review”, Winter 1995, 36(2) ABI/INFORM Global, 25-40.
  • Schoemaker, Paul. J. H. (1993). “Multiple Scenario Development: Its Conceptual and Behavioral Foundation”. Strategic Management Journal. 14. 193-213. http://dx.doi.org/10.1002/smj.4250140304.
  • Schoemaker, Paul J. H. (1991). “When and how to use scenario planning: A heuristic approach with illustration”, Journal of Forecasting, 1991(10), 549-564. https://doi.org/10.1002/for.3980100602
  • Telotte, J.P. (1995). Replications: A robotic history of the science fiction film. University of Illinois Press, US.
  • Wan, Y., ve Ren, M. (2021). “New visual expression of anime film based on artificial intelligence and machine learning technology”. Journal of Sensors, 2021, 1-10.
  • Weinstein, B. (1995). “The Use of Scenario Thinking”, (In.) Developing Strategic Thought, (Ed: B. Garratt), New York, McGraw Hill. Wollenberg, E., Edmunds, D., ve Buck, L. (2000). “Using Scenarios to Make Decisions about the Future: Anticipatory Learning for the Adaptive Co-Management of Community Forests”, Landscape and Urban Planning, 47, 65-77. http://dx.doi.org/10.1016/S0169-2046(99)00071-7
  • Yang, Y. T. C., ve Wu, W. C. I. (2012). “Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: A year-long experimental study”, Computers & Education, 59(2), 339–352.
  • Yetkiner, B., ve Özdemir, N. (2022). “Sinemada transhümanizm ve yapay zekâ”. AJIT-e: Academic Journal of Information Technology, 13 (51), 262-286. https://doi.org/10.5824/ajite.2022.04.003.x

THE USE OF ARTIFICIAL INTELLIGENCE IN DIGITAL STORYTELLING AND SCENARIO DESIGN: A SHORT FILM APPLIED RESEARCH

Yıl 2023, , 255 - 275, 08.09.2023
https://doi.org/10.30794/pausbed.1290986

Öz

The new media system corresponds to the inter-network interaction and virtual deculturation actions that the content industry spreads through information and communication technologies and web-based systems. Internet-based movements of users, which reflect the basic characteristics of the network society, are compatible with social networks and information systems as areas of digital experience. Virtual systems are creating radical transformations in the communication axis in the twenty-first century, when inclusive and common behavioral actions are spreading rapidly. Artificial intelligence is a set of technological systems that enable the reduction of error factor in written, audio-visual and human-machine interaction systems. Artificial intelligence application tools, on the other hand, play a key role in the design and circulation of content in the processes of virtual interaction and digitalization. With cyber physical systems, network and cloud-based applications, artificial intelligence also has accelerator functions in information flow processes in hyperreality and futuristic areas. Artificial intelligence applications have been frequently used in recent years in the shaping of content environments, which are defined as an important element of new media. In addition, artificial intelligence, which supports storytelling practices in areas that indicate the intellectual and cultural level of a person, such as online news writing and digital storytelling, is also transforming content management policies. Experimental studies are carried out in connection with the machine learning system, in which multiple narrative layers are tested at the point of writing scenarios through artificial intelligence and creating products in different forms. In this study, a project study was conducted with deep learning techniques in digital storytelling and scriptwriting, with a four-stage text directive criteria through three different artificial intelligence applications. In this artificial intelligence-based application, text writing was performed at the first stage with a scenario story, a seven-scene dialectical scenario, then the software code of the text content was converted and a successful visual sample of the content was extracted.

Kaynakça

  • Ardatürk, A.Ş. (2022). “Tasarımcı zihninin bir yansıması olarak; “yapay zeka””. Online Journal of Art and Design, 10(4), 283-300.
  • Aristotle. (2009). Poetics. Ernest Barker, (Trans.), and R. F. Stalley, (Rev.). Oxford University Press, UK. ASCII (2023). ASCII Senaryo 8’li Süreç Diyagramı. https://chatbot.theb.ai (10.02.2023).
  • Aydemir, M. (2022). “Yapay zekanın bilimkurgu filmlerinde öğrenme eylemi üzerinden içeriği oluşturması: Sunspring filmi örneği”, İletişim Çalışmaları 2022, (Ed: Aytekin İşman, Aydın Ziya Özgür, Yusuf Adıgüzel, Nesrin Akıncı Çötok, Dilan Çiftçi ve Mustafa Öztunç̧), (ss. 323-346). Eğitim Yayınevi, Konya.
  • Baim, S. A. (2015). “Digital storytelling: Conveying the essence of a face-to-face lecture in an online learning environment”, Journal of Effective Teaching, 15(1), 47-58
  • Balaman, S. (2018). “Digital storytelling: A multimodal narrative writing genre”, Journal of Language and Linguistic Studies, 14(3), 202-212.
  • Barber, J. F. (2016). “Digital storytelling: New opportunities for humanities Scholarship and pedagogy”, Cogent Arts & Humanities, 3(1), Article 1181037.
  • Barrett, H. (2006). “Researching and evaluating digital storytelling as a deep learning tool”. In C. Crawford, et al. (Eds.), Proceedings of society for information technology and teacher education international conference 2006, (pp. 647-654), AACE, Chesapeake, VA.
  • Bazin, A. (1966). Çağdaş Sinemanın Sorunları, (1. Basım) Bilgi Yayınevi, İstanbul.
  • Bood, R., ve Postma, T. (1997). “Strategic learning with scenarios”, European Management Journal, 15(6), 633-647. https://doi.org/10.1016/S0263-2373(97)00047-9.
  • Bordwell, D., ve Thompson, K. (2009). Film Sanatı, (Çev.) Ertan Yılmaz ve Emrah Suat Anat, De Ki Yayınları, Ankara.
  • Bunn, D. W., ve Salo, Ahti A. (1993). “Forecasting with scenarios”, European Journal of Operational Research, 68(3), 291-303. https://doi.org/10.1016/0377-2217(93)90186-Q.
  • Chang, W. N. (2017). “The effects of digital storytelling on student achievement, social presence, and attitude in online collaborative learning environments”, Interactive Learning Environments, 25(3), 412-427.
  • Chat GPT (2023). Senaryo Tasarım ve Metin Kesiti. https://chat.openai.com (10.02.2023).
  • Danto, A. C. (1981). The Transfiguration of the commonplace: A Philosophy of Art. Harvard University Press, US.
  • Fisher, R. (2002). Representations of artificial intelligence in Cinema, http://www.dai.ed.ac.uk/homes/rbf/AImovies.htm (08.07.2023)
  • Frazel, M. (2010). “Digital storytelling guide for educator’s”, International Society for Technology in Education, Washington, DC.
  • Godet, M. (1994). From anticipation to action: A handbook of strategic prospective. France: UNESCO Publishing.
  • Goodman, N. (1968). Languages of art: An approach to a theory of symbols. Bobbs-Merrill, Indianapolis.
  • Hartley, J., ve McWilliam, K., (Eds), (2009). Story Circle: Digital Storytelling Around the World, Wiley-Blackwell, New Yok.
  • Heidegger, M. (2001). The Origin of the work of art. In A. Hofstadter (Ed.), Poetry, Language, Thought (2nd ed.) (pp. 15-87). Harper Perennial.
  • Hess, M. E. (2014). “A new culture of learning: Digital storytelling and faith formation”. Dialog, 53(1), 12–22.
  • Hung, C. M., Hwang, G. J., ve Huang, I. (2012). “A project-based digital storytelling approach for improving students’ learning motivation, problem-solving competences and learning achievements”, Educational Technology & Society, 15(4), 368–379.
  • Huss, W.R., ve Honton, E.J. (1987). “Scenario planning-What style should you use?”, Long Range Planning, 20(4), 21-29. https://doi.org/10.1016/0024-6301(87)90152-X. Karakoyun, F., ve Kuzu, A. (2016). “The investigation of preservice teachers’ and primary school students’ views about online digital storytelling”, European Journal of Contemporary Education, 15(1), 51-64.
  • Kearney, M. (2011). “A learning design for student-generated digital storytelling”, Learning, Media and Technology, 36(2), 169–188
  • Keller, J., ve Suzuki, K. (2004). “Learner motivation and e-learning design: A multinationally validated process”. Journal of Educational Media, 29(3), 229-239.
  • Kit Ng, Davy Tsz., Luo, Wanying., Chan, Helen Man Yi., ve Wah Chu, Samuel Kai (2022). “Using digital story writing as a pedagogy to develop AI literacy among primary students”, Computers and Education: Artificial Intelligence 3(2022) 100054, 1-14. https://doi.org/10.1016/j.caeai.2022.100054
  • Kortegast, C., ve Davis, J. (2017). “Theorizing the self: Digital storytelling, applying theory, and multimodal learning”. College Teaching, 65(3), 106-114.
  • Kreider, T. (2002). “AI: Artificial Intelligence”. Film Quarterly, 56(2), 32-39.
  • Lambert, J., ve Hessler, B. (2018). Digital storytelling: Capturing lives, creating community. Routledge, UK.
  • Lambert, J. (2013). Digital Storytelling: Capturing lives, creating community (4th ed.). Routledge, New York.
  • Lambert, J. (2010). Digital Storytelling Cookbook. Berkeley, CA, Digital Diner Press.
  • Meadows, D. (2003). “Digital Storytelling: Research-Based Practice in New Media”, London, SAGE Publications. Thousand Oaks, Visual Communication 2(2), 189-193. https://doi.org/10.1177/1470357203002002004
  • Merleau-Ponty, M. (1964). Eye and Mind. In J. E. Edie (Ed.), The Primacy of Perception (pp. 159-190). Evanston, IL: Northwestern UP.
  • Merritt, S. (2006). “Digital storytelling: Time, identity and morality in multimedia personal narratives of college writing students”, International Journal of Learning, 13(8), 21–36.
  • Midjourney (2023). Senaryo Tasarım ve Metin Görselleştirme Kesiti https://www.midjourney.com/home/?callbackUrl=%2Fapp%2F (11.02.2023).
  • Muratoğlu Pehlivan, B., ve Türkgeldi, S. K. (2020). “Post-modern dönemde senaristin ve izleyicinin rolü: Yapay zeka, interaktif drama ve sinemanın geleceğine dair bir öngörü”. MANAS Sosyal Araştırmalar Dergisi, 9 (4), 2638-2652. https://doi.org/10.33206/mjss.729623
  • NoonShot (2023). NoonShot Prompter Asistanı Metin Kodlama Kesiti https://prompt.noonshot.com/ (11.02.2023).
  • Ohler, J. B. (2008). Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning, and Creativity. Corwin Press, California.
  • Önsel Şahin, Ş. (2002). Yapay Sinir Ağları Yardımı ile Dinamik Bir Senaryo Analizi, (Yayımlanmamış Doktora Tezi), İstanbul, İstanbul Teknik Üniversitesi.
  • Papadopoulou, S., ve Vlachos, K. (2014). “Using digital storytelling to develop foundational and new literacies”. Research Papers in Language Teaching & Learning, 5(1),235–258.
  • Robin, B.R. (2008a). The educational uses of digital storytelling-Getting started. (13.02.2023). http://digitalstorytelling.coe.uh.edu/getting_started.html.
  • Robin, B. R. (2008b). “Digital storytelling: A powerful technology tool for the 21st century classrooms”. Theory into practice, 47(3), 220-228.
  • Schelde, P. (1994). Androids, humanoids, and other science fiction monsters: Science and Soul in Science Fiction Films. https://www.thefreelibrary.com/Androids, Humanoids, and Other Science Fiction Monsters: Science and...-a015266296 (13.07.2023)
  • Schoemaker, Paul J. H. (1995). “Scenario Planning: A Tool for Strategic Thinking, Sloan Management Review”, Winter 1995, 36(2) ABI/INFORM Global, 25-40.
  • Schoemaker, Paul. J. H. (1993). “Multiple Scenario Development: Its Conceptual and Behavioral Foundation”. Strategic Management Journal. 14. 193-213. http://dx.doi.org/10.1002/smj.4250140304.
  • Schoemaker, Paul J. H. (1991). “When and how to use scenario planning: A heuristic approach with illustration”, Journal of Forecasting, 1991(10), 549-564. https://doi.org/10.1002/for.3980100602
  • Telotte, J.P. (1995). Replications: A robotic history of the science fiction film. University of Illinois Press, US.
  • Wan, Y., ve Ren, M. (2021). “New visual expression of anime film based on artificial intelligence and machine learning technology”. Journal of Sensors, 2021, 1-10.
  • Weinstein, B. (1995). “The Use of Scenario Thinking”, (In.) Developing Strategic Thought, (Ed: B. Garratt), New York, McGraw Hill. Wollenberg, E., Edmunds, D., ve Buck, L. (2000). “Using Scenarios to Make Decisions about the Future: Anticipatory Learning for the Adaptive Co-Management of Community Forests”, Landscape and Urban Planning, 47, 65-77. http://dx.doi.org/10.1016/S0169-2046(99)00071-7
  • Yang, Y. T. C., ve Wu, W. C. I. (2012). “Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: A year-long experimental study”, Computers & Education, 59(2), 339–352.
  • Yetkiner, B., ve Özdemir, N. (2022). “Sinemada transhümanizm ve yapay zekâ”. AJIT-e: Academic Journal of Information Technology, 13 (51), 262-286. https://doi.org/10.5824/ajite.2022.04.003.x
Toplam 51 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İletişim ve Medya Çalışmaları (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Mustafa Aydemir 0000-0001-9414-4053

Vedat Fetah 0000-0001-9196-1875

Erken Görünüm Tarihi 28 Ağustos 2023
Yayımlanma Tarihi 8 Eylül 2023
Kabul Tarihi 24 Temmuz 2023
Yayımlandığı Sayı Yıl 2023

Kaynak Göster

APA Aydemir, M., & Fetah, V. (2023). YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA. Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi(58), 255-275. https://doi.org/10.30794/pausbed.1290986
AMA Aydemir M, Fetah V. YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA. PAUSBED. Eylül 2023;(58):255-275. doi:10.30794/pausbed.1290986
Chicago Aydemir, Mustafa, ve Vedat Fetah. “YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA”. Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, sy. 58 (Eylül 2023): 255-75. https://doi.org/10.30794/pausbed.1290986.
EndNote Aydemir M, Fetah V (01 Eylül 2023) YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA. Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 58 255–275.
IEEE M. Aydemir ve V. Fetah, “YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA”, PAUSBED, sy. 58, ss. 255–275, Eylül 2023, doi: 10.30794/pausbed.1290986.
ISNAD Aydemir, Mustafa - Fetah, Vedat. “YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA”. Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 58 (Eylül 2023), 255-275. https://doi.org/10.30794/pausbed.1290986.
JAMA Aydemir M, Fetah V. YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA. PAUSBED. 2023;:255–275.
MLA Aydemir, Mustafa ve Vedat Fetah. “YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA”. Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, sy. 58, 2023, ss. 255-7, doi:10.30794/pausbed.1290986.
Vancouver Aydemir M, Fetah V. YAPAY ZEKANIN DİJİTAL HİKAYELEŞTİRME VE SENARYO TASARIMINDA KULLANIMI: KISA FİLM UYGULAMALI BİR ARAŞTIRMA. PAUSBED. 2023(58):255-7.