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İnsan Bilgisayar Etkileşimi: Mekana Yansımaları ve Geleceğe Dair Değerlendirmeler

Yıl 2016, Cilt: 6 Sayı: 2, 54 - 76, 27.12.2016
https://doi.org/10.20488/www-std-anadolu-edu-tr.292698

Öz









İnsan bilgisayar etkileşimi, 80’li yıllardan itibaren var olan durumundan çok daha
farklı b
ir boyutta insan mekan etkileşimini de etkilemektedir. Bilgisayarlarla kurulan etkileşimin bilgisayarın kendisiyle değil bilgisayarın parçası olduu mekanla olacaı yönünde öngörüler bunun en temel sebebidir. nsan bilgisayar etkileşimi mekanla kurulan
ilişkide mekanın algılanmasına dair değişimleri de ortaya çıkarmıtır. Bu değişimler mekanın ne olduuna dair soruları yeniden gündeme getirmiştir. Tüm bu gelişmelerin ikinci
milenyumun ortalarında aratırma merkezlerinden gündelik hayata geçişleri gözlemlenmeye balamıtır.


Bu çalımada 2005 yılına kadar insan bilgisayar etkileşimi konusunda yapılan çalımalar ve gelecek ön görüleri deerlendirilerek, 2005 ve 2016 yılları arasında hayata geçmiş olan teknolojik değişimlerin mekana etkisi tartıılacak ve gelecekte insan bilgisayar
etk
ileşiminin mekana etkileri ve tasarımcıların bu eko sistemdeki konumları deerlendirilecektir. 





Kaynakça

  • Altın, M. (2005). İç Mekan Tasarımında Bilgisayar teknolojilerinin Araç ve Malzeme Olarak Kullanımı (Yayınlanmamış Yüksek Lisans Tezi). Eskişehir: Anadolu Üniversitesi Sosyal Bilimler Enstitiüsü.
  • Altın, M. A. (2016). Internet of Things: Thinking the Thing as Furniture. Book of proceedings 2nd ICNTAD Zagreb: AIOC. Sayfa 313-318.
  • Atzori, L., Iera, A., & Morabito, G. (2010). The Internet of Thing: A Survey. Computer Networks, Sayfa 2787-2805.
  • Azuma, R., Bailot, Y., Behringer, R., Feiner, S., Julier, S., & Macintyre, B. (2001). Recent Advances in Augmented Reality. IEEE Computer Graphics and Applications, 6(21), Sayfa. 34.
  • Balta-Ozkan, N., Davidson, R., Bicket, M., & Whitmarsh, L. (2013). The development of smart homes market in the UK. Energy, Sayfa. 361-372.
  • Bates-Brkljac, N. (2012). Virtual Reality. New York: Nova.
  • Baykan, C. (2002). Mimarlık sanallık ve sannal mekanların tasarımı. Mimarlık ve Sanallık .İstanbul: 2002. Sayfa 58.
  • Bezci, İ., & Dedeoğlu, E. (2016). Projection (3D) Mapping: Assessment of Light and Virtuality Relationship in Context of Interior Design. Book of Proceedings 2nd ICNTAD’16. Zagrep: AIOC. Sayfa 303-312.
  • Bilton, N. (2015, Şubat 4). Why Google Glass Broke. NY Times: http://www.nytimes.com/2015/02/05/style/why-google- glass-broke.html?smid=nytcore-iphone-share&smprod=nytcore-iphone&_r=0 (erişim tarihi 1 Mayıs 2016)
  • Broida, R. (2015, Ekim 15). See the world in VR with Google Cardboard and Street View. Cnet: http://www.cnet.com/how- to/see-the-world-in-vr-with-google-cardboard-and-street-view/ (erişim tarihi 1 Mayıs 2016)
  • Buxton, W. A. (1997). Living in Augmente Reality: Ubiquitous Media and Reactive Environments. K. Finn, A. Sellen, & S. Wilber içinde, Video Mediated Communication. Hillsdale, N.J.: Erlbaum.
  • Craig, A., Sherman, W., & Will, J. (2009). Introduction to Virtual Reality. In developing Virtual Reality Applications içinde Boston: Morgan Kauffman. Sayfa 1-32.
  • Daponte, P., De Vito, L., Picariello, F., & Riccio, M. (2014, Kasım). State of the art and future developments of the Augmen- ted Reality for measurement applications. Measurement, 57, Sayfav53-70.
  • Diaz, R. (2016, Ocak 4). Augmented Reality Versus Virtual Reality: The Battle Is Real. TechCrunch: http://techcrunch. com/2016/01/04/ar-vs-vr-the-battle-is-real/ (erişim tarihi 1 Mayıs 2016)
  • Emanuel, R., Bell, R., Cotton, C., & Craig, J. (2015, Haziran 291-300). The truth about smart phone addiction. College Student Journal, 49(2), s. 13-19.
  • Frank, O. (2002). Düşünce için mimarlık: Sanallığın gerçekliği. Mimarlık ve Sanallık. içinde İstanbul: Boyut. Gahoui, C. (2006). Encyclopedia of Human Computer Interaction. Interaction Idea Group Reference. Gartner. (2016, 3 4). http://www.gartner.com/newsroom/id/3165317 (erişim tarihi 1 Mayıs 2016)
  • Heim, M. (1993). The Metaphysics of Virtual Reality. Oxford University Press.
  • Henderson, S., & Feiner, S. (2011, Ekim). Exploring the Benefits of Augmented Reality Documentation for Maintanence and Repair. IEEE Transactions on Visualization and Computer Graphics, 10(10), Sayfa 1355-1368.
  • Hewett, Baecker, Card, Carey, Gasen, Mantei, Verplank. (1996-1999). ACM SIGCHI Curricula for Human-Computer Interaction http://sigchi.org/cdg/cdg2.html (erişim tarihi 27 Nisan 2016)
  • Huang, P. (2002). Promoting Wearable Computing. Q. Jin, J. Li, N. Zhang, J. Cheng, C. Yu, & S. Noguchi içinde, Enabling Society with Information Technology). Springer Japan. Sayfa 367-376
  • Ishii, H. (2008). Tangible Bits: Beyond Pixels. TEI’08, (s. xv-xxiv). Bonn, Almanya.
  • Ishii, H. v. (1997). Tangible Bits: TowardsSeemless Interfaces Between People, Bits and Atoms. CHI ‘97. Atlanta.
  • Ishii, H., & diğerleri, v. (1997). The metaDESK: Models and Prototypes for Tangible User Interfaces. UIST ‘97, (s. 2). Al- berta.
  • Kan, G. (1999). Cyberspace as a generator concept for the architecture of future (yayınlanmamış Yüksek Lisans Tezi). İzmir: İzmir Teknoloji Enstitüsü.
  • Krevelen, D., & Poelman, R. (2010). A Survey of Augmented Reality Technologies, Applications and Limitations. The Inter- national Journal of Virtual Reality, 9(2), Sayfa. 1-20.
  • Kut, S., Aydınlı, S., & Erdem, A. (2013). Sibertektonik Mekan. Tasarım + Kuram(15), Sayfa 21-34.
  • Low, Kok-Lim, Lastra, A., & Fuchs, H. (2001). Life-Sized Projector-Based Diaromas. Proceedings of the ACM Symposium on Virtual Reality. Bannf, Alberta, Kanada.
  • Luxton, D. D., June, J. D., Sano, A., & Bickmore, T. (2016). Intelligent Mobile, Wearable, and Ambient Technologies for Behavioral Health Care. Artificial Intelligence in Behavioral and Mental Health Care San Diego: Academic Press. Sayfa. 137-162.
  • Madakam, S., Ramaswamy, R., & Tripathi, S. (2015, May). Intermet Of Things (IoT) : A literature Review. Journal of Computer and Communications, Sayfa 164-173.
  • Makimoto, T. (2013). The Age of The Digital Nomad. IEEE SOLID-STATE CIRCUITS MAGAZINE, 5(1), Sayfa 40-47.
  • Manovich, L. (2000, Ocak 1). Computer simulation and the history of illusion. Nisan 27, 2016 tarihinde Academia: https:// www.academia.edu/542795/Computer_simulation_and_the_history_of_illusion (erişim tarihi 27 Nisan 2016)
  • Manovich, L. (2006). The Poetics of Augmented Space. Visual Communication, 5(2), s. 219-240.
  • Milgram, P., & Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE TRANSACTIONS on Information and System, E77-D(12), Sayfa. 1321-1329.
  • Minoli, D. (2013). Building the Internet of Things with IPv6 and MIPv6 : The Evolving World of M2M Communications. Soomerset: Wiley.
  • MIT Wearable Computers. (2016, Nisan 28). MIT Media LAB: http://www.media.mit.edu/wearables/ (erişim tarihi 28 Nisan 2016)
  • Novak, M. (1991). Liquid architectures in Cyberspace. Cyberspaceiçinde Boston: MIT Press. Sayfa 225-254. Nussey, J. (2013). Arduino For Dummies (1). Chichester, West Sussex, İngiltere: John Wiley & Son.
  • Soukup, P. A., & J., S. (2015). Smart Phones. Communication Research Trends, 34(4), Sayfa 3-34.
  • Spencer, A. (2005). DIY, The Rise of Lo-Fi Culture. Sparkford, İngiltere: Marion Boyars.
  • Spuybroek, L. (2004). machining architecture NOX. Londra: Themes and Hudson.
  • Statista. (2016, Mayıs 1). Mobile phone users world wide 2013-2019: http://www.statista.com/statistics/274774/forecast- of-mobile-phone-users-worldwide/ (erişim tarihi 1 Mayıs 2016)
  • Statista. (2016, Mayıs 1). Smartphone users worldwide from 2014 to 2019: http://www.statista.com/statistics/330695/ number-of-smartphone-users-worldwide/ (erişim tarihi 1 Mayıs 2016)
  • Tampieri, L. (2012). Second Life As Educational Space For The Simulation of Enterprises’ Start Up And For Manaegerial CultureDevelopment. N. Bates-Brklac içinde, Virtual Reality. New York: Nova.
  • Venturi, R., Brown, D. S., & Izeneur, S. (1977). Learning From Las Vegas. MIT Press.
  • Weiser, M., & Seely, J. (1997). The Coming Age of Calm Technology. P. J. Denning, R. M. Metcalfe, & J. Burke içinde, Beyond Calculation (s. 75-85). New York: Copernicus.
  • Wisneski, C., & Ishii, H. (1998). Ambient Displays: Turning Architectural Space into an Interface Between People and Digital Information. CoBuild ‘98, (s. 4).

Human Computer Interaction: Reflection on Space and Evaluations for the Future

Yıl 2016, Cilt: 6 Sayı: 2, 54 - 76, 27.12.2016
https://doi.org/10.20488/www-std-anadolu-edu-tr.292698

Öz

Human computer intearction is affecting space in a more different dimension than its
existing condition. The main reason for this is the preassumptions made for the interaction
with computers will be rather than itself, with space it belongs to. Human computer
interaction also reveals the changes in perception of space while interacting with space via
computers. These changes resurrect the quetion that what the space is. Most of these developments
are occured in the first decade of second millenium while most of the researches
in laboratories are carried out in daily life.

In this paper, human computer interaction studies up to 2005 and the assumptons for
future developments will be evaluated. Realized developments in daily life from 2005 to
2016 will be discussed in a focus of tehe relation between space. Future efects of human
computer interaction on space and the position of designers in this eco-system will be
evaluated.

Kaynakça

  • Altın, M. (2005). İç Mekan Tasarımında Bilgisayar teknolojilerinin Araç ve Malzeme Olarak Kullanımı (Yayınlanmamış Yüksek Lisans Tezi). Eskişehir: Anadolu Üniversitesi Sosyal Bilimler Enstitiüsü.
  • Altın, M. A. (2016). Internet of Things: Thinking the Thing as Furniture. Book of proceedings 2nd ICNTAD Zagreb: AIOC. Sayfa 313-318.
  • Atzori, L., Iera, A., & Morabito, G. (2010). The Internet of Thing: A Survey. Computer Networks, Sayfa 2787-2805.
  • Azuma, R., Bailot, Y., Behringer, R., Feiner, S., Julier, S., & Macintyre, B. (2001). Recent Advances in Augmented Reality. IEEE Computer Graphics and Applications, 6(21), Sayfa. 34.
  • Balta-Ozkan, N., Davidson, R., Bicket, M., & Whitmarsh, L. (2013). The development of smart homes market in the UK. Energy, Sayfa. 361-372.
  • Bates-Brkljac, N. (2012). Virtual Reality. New York: Nova.
  • Baykan, C. (2002). Mimarlık sanallık ve sannal mekanların tasarımı. Mimarlık ve Sanallık .İstanbul: 2002. Sayfa 58.
  • Bezci, İ., & Dedeoğlu, E. (2016). Projection (3D) Mapping: Assessment of Light and Virtuality Relationship in Context of Interior Design. Book of Proceedings 2nd ICNTAD’16. Zagrep: AIOC. Sayfa 303-312.
  • Bilton, N. (2015, Şubat 4). Why Google Glass Broke. NY Times: http://www.nytimes.com/2015/02/05/style/why-google- glass-broke.html?smid=nytcore-iphone-share&smprod=nytcore-iphone&_r=0 (erişim tarihi 1 Mayıs 2016)
  • Broida, R. (2015, Ekim 15). See the world in VR with Google Cardboard and Street View. Cnet: http://www.cnet.com/how- to/see-the-world-in-vr-with-google-cardboard-and-street-view/ (erişim tarihi 1 Mayıs 2016)
  • Buxton, W. A. (1997). Living in Augmente Reality: Ubiquitous Media and Reactive Environments. K. Finn, A. Sellen, & S. Wilber içinde, Video Mediated Communication. Hillsdale, N.J.: Erlbaum.
  • Craig, A., Sherman, W., & Will, J. (2009). Introduction to Virtual Reality. In developing Virtual Reality Applications içinde Boston: Morgan Kauffman. Sayfa 1-32.
  • Daponte, P., De Vito, L., Picariello, F., & Riccio, M. (2014, Kasım). State of the art and future developments of the Augmen- ted Reality for measurement applications. Measurement, 57, Sayfav53-70.
  • Diaz, R. (2016, Ocak 4). Augmented Reality Versus Virtual Reality: The Battle Is Real. TechCrunch: http://techcrunch. com/2016/01/04/ar-vs-vr-the-battle-is-real/ (erişim tarihi 1 Mayıs 2016)
  • Emanuel, R., Bell, R., Cotton, C., & Craig, J. (2015, Haziran 291-300). The truth about smart phone addiction. College Student Journal, 49(2), s. 13-19.
  • Frank, O. (2002). Düşünce için mimarlık: Sanallığın gerçekliği. Mimarlık ve Sanallık. içinde İstanbul: Boyut. Gahoui, C. (2006). Encyclopedia of Human Computer Interaction. Interaction Idea Group Reference. Gartner. (2016, 3 4). http://www.gartner.com/newsroom/id/3165317 (erişim tarihi 1 Mayıs 2016)
  • Heim, M. (1993). The Metaphysics of Virtual Reality. Oxford University Press.
  • Henderson, S., & Feiner, S. (2011, Ekim). Exploring the Benefits of Augmented Reality Documentation for Maintanence and Repair. IEEE Transactions on Visualization and Computer Graphics, 10(10), Sayfa 1355-1368.
  • Hewett, Baecker, Card, Carey, Gasen, Mantei, Verplank. (1996-1999). ACM SIGCHI Curricula for Human-Computer Interaction http://sigchi.org/cdg/cdg2.html (erişim tarihi 27 Nisan 2016)
  • Huang, P. (2002). Promoting Wearable Computing. Q. Jin, J. Li, N. Zhang, J. Cheng, C. Yu, & S. Noguchi içinde, Enabling Society with Information Technology). Springer Japan. Sayfa 367-376
  • Ishii, H. (2008). Tangible Bits: Beyond Pixels. TEI’08, (s. xv-xxiv). Bonn, Almanya.
  • Ishii, H. v. (1997). Tangible Bits: TowardsSeemless Interfaces Between People, Bits and Atoms. CHI ‘97. Atlanta.
  • Ishii, H., & diğerleri, v. (1997). The metaDESK: Models and Prototypes for Tangible User Interfaces. UIST ‘97, (s. 2). Al- berta.
  • Kan, G. (1999). Cyberspace as a generator concept for the architecture of future (yayınlanmamış Yüksek Lisans Tezi). İzmir: İzmir Teknoloji Enstitüsü.
  • Krevelen, D., & Poelman, R. (2010). A Survey of Augmented Reality Technologies, Applications and Limitations. The Inter- national Journal of Virtual Reality, 9(2), Sayfa. 1-20.
  • Kut, S., Aydınlı, S., & Erdem, A. (2013). Sibertektonik Mekan. Tasarım + Kuram(15), Sayfa 21-34.
  • Low, Kok-Lim, Lastra, A., & Fuchs, H. (2001). Life-Sized Projector-Based Diaromas. Proceedings of the ACM Symposium on Virtual Reality. Bannf, Alberta, Kanada.
  • Luxton, D. D., June, J. D., Sano, A., & Bickmore, T. (2016). Intelligent Mobile, Wearable, and Ambient Technologies for Behavioral Health Care. Artificial Intelligence in Behavioral and Mental Health Care San Diego: Academic Press. Sayfa. 137-162.
  • Madakam, S., Ramaswamy, R., & Tripathi, S. (2015, May). Intermet Of Things (IoT) : A literature Review. Journal of Computer and Communications, Sayfa 164-173.
  • Makimoto, T. (2013). The Age of The Digital Nomad. IEEE SOLID-STATE CIRCUITS MAGAZINE, 5(1), Sayfa 40-47.
  • Manovich, L. (2000, Ocak 1). Computer simulation and the history of illusion. Nisan 27, 2016 tarihinde Academia: https:// www.academia.edu/542795/Computer_simulation_and_the_history_of_illusion (erişim tarihi 27 Nisan 2016)
  • Manovich, L. (2006). The Poetics of Augmented Space. Visual Communication, 5(2), s. 219-240.
  • Milgram, P., & Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE TRANSACTIONS on Information and System, E77-D(12), Sayfa. 1321-1329.
  • Minoli, D. (2013). Building the Internet of Things with IPv6 and MIPv6 : The Evolving World of M2M Communications. Soomerset: Wiley.
  • MIT Wearable Computers. (2016, Nisan 28). MIT Media LAB: http://www.media.mit.edu/wearables/ (erişim tarihi 28 Nisan 2016)
  • Novak, M. (1991). Liquid architectures in Cyberspace. Cyberspaceiçinde Boston: MIT Press. Sayfa 225-254. Nussey, J. (2013). Arduino For Dummies (1). Chichester, West Sussex, İngiltere: John Wiley & Son.
  • Soukup, P. A., & J., S. (2015). Smart Phones. Communication Research Trends, 34(4), Sayfa 3-34.
  • Spencer, A. (2005). DIY, The Rise of Lo-Fi Culture. Sparkford, İngiltere: Marion Boyars.
  • Spuybroek, L. (2004). machining architecture NOX. Londra: Themes and Hudson.
  • Statista. (2016, Mayıs 1). Mobile phone users world wide 2013-2019: http://www.statista.com/statistics/274774/forecast- of-mobile-phone-users-worldwide/ (erişim tarihi 1 Mayıs 2016)
  • Statista. (2016, Mayıs 1). Smartphone users worldwide from 2014 to 2019: http://www.statista.com/statistics/330695/ number-of-smartphone-users-worldwide/ (erişim tarihi 1 Mayıs 2016)
  • Tampieri, L. (2012). Second Life As Educational Space For The Simulation of Enterprises’ Start Up And For Manaegerial CultureDevelopment. N. Bates-Brklac içinde, Virtual Reality. New York: Nova.
  • Venturi, R., Brown, D. S., & Izeneur, S. (1977). Learning From Las Vegas. MIT Press.
  • Weiser, M., & Seely, J. (1997). The Coming Age of Calm Technology. P. J. Denning, R. M. Metcalfe, & J. Burke içinde, Beyond Calculation (s. 75-85). New York: Copernicus.
  • Wisneski, C., & Ishii, H. (1998). Ambient Displays: Turning Architectural Space into an Interface Between People and Digital Information. CoBuild ‘98, (s. 4).
Toplam 45 adet kaynakça vardır.

Ayrıntılar

Bölüm Makaleler
Yazarlar

Mehmet Ali Altın

Yayımlanma Tarihi 27 Aralık 2016
Yayımlandığı Sayı Yıl 2016 Cilt: 6 Sayı: 2

Kaynak Göster

APA Altın, M. A. (2016). İnsan Bilgisayar Etkileşimi: Mekana Yansımaları ve Geleceğe Dair Değerlendirmeler. Sanat Ve Tasarım Dergisi, 6(2), 54-76. https://doi.org/10.20488/www-std-anadolu-edu-tr.292698

Cited By