Metaverse ve Turizm: Kuramsal Bir Yaklaşım

Author :  

Year-Number: 2022-Cilt:3 Sayı:1
Yayımlanma Tarihi: 2022-06-28 23:37:22.0
Language : Türkçe
Konu : Turizm
Number of pages: 32-44
Mendeley EndNote Alıntı Yap

Abstract

Metaverse, fiziksel dünyamızın sanal evrendeki yansıması olarak tanımlanmaktadır. Sanal gerçeklik (VR), artırılmış gerçeklik (AR) ve karma gerçeklik (MR) gibi teknolojilerin kullanımı ile oluşturulacak bu evrende insan duyularının taklit edilmesinin mümkün kılınması yoluyla gerek işletmelere gerekse müşterilere yeni tüketim tür ve kültürleri ortaya çıkarmaktadır. Dolayısıyla bu çalışmada, Metaverse’in ne olduğu, nasıl oluştuğu gibi bilgilerin yanı sıra Metaverse için kullanılan sanal gerçeklik (VR), artırılmış gerçeklik (AR) ve karma gerçeklik (MR) gibi teknolojiler üzerinde durulmuştur. Ayrıca Metaverse ile oluşturulması planlanan sanal dünyanın turizm sektörü üzerine potansiyel etkileri tartışılmaktadır. Turizm kavramını merkeze alarak Metaverse ve kullanılan teknolojiler hakkında kavramsal olarak değerlendirmeler sunulmaktadır.

Keywords

Abstract

Metaverse is defined as the reflection of our physical world in the virtual universe. In this universe, which will be created with the use of technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR), new consumption types and cultures are revealed to both businesses and customers by making it possible to imitate human senses. Therefore, this study focuses on technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR) used for Metaverse, as well as information about what the Metaverse is and how it is formed. In addition, the potential effects of the virtual world planned to be created with Metaverse on the tourism sector are discussed. By putting the concept of tourism in the center, conceptual evaluations are presented about Metaverse and the technologies.

Keywords


  • Acharya, P. ve Manhar, M. A. (2021). Virtual Reality, International Journal of Creative Research Thoughts, 9(1), 3774-3776.

  • Ane, B. K., Roller, D. ve Lolugu, J. (2019) Ubiquitous Virtual Reality: The State-of-the-Art. International Journal of Computer Science and Mobile Computing, 8(7), 16–26.

  • Arıcı, V. A. (2013). Fen Eğitiminde Sanal Gerçeklik Programları Üzerine Bir Çalışma: "Güneş Sistemi ve Ötesi: Uzay Bilmecesi" Ünitesi Örneği (Yüksek Lisans Tezi). Aydın: Adnan Menderes Üniversitesi Fen Bilimler Enstitüsü.

  • Arruda Gomes, D. ve Castelo Branco Araújo, M. (2012). Oferta Turística Virtual: Un Estudio De Metaverso. Estudios y Perspectivas en Turismo, 21 (4), 876-903.

  • Ashraf A. G. (2021). Metaverse in Architectural Heritage Documentation & Education, International Journal of Architecture, Arts and Applications, 7 (4), 97-106.

  • Ball, M. (2022), Framework for the Metaverse. Erişim adresi: https://www.matthewball.vc/all/forwardtothemetaverseprimer / Erişim Tarihi: 12.04.2022

  • Bec, A., Moyle, B., Schaffer, V. ve Timms, K. (2021). Virtual Reality and Mixed Reality for Second Chance Tourism, Tourism Management, 83.

  • Beck, J., Rainoldi, M. ve Egger, R. (2019). Virtual Reality in Tourism: A State-of-the-Art Review. Tourism Review, 74 (3), 586–612.

  • Buhalis, D. ve Karatay, N. (2022). Mixed Reality (MR) for Generation Z in Cultural Heritage Tourism Towards Metaverse, Information and Communication Technologies in Tourism 2022, DOI: 10.1007/978-3-030-947514_2

  • Carre, A.L., Dubois, A., Partarakis, N., Zabulis, X., Patsiouras, N., Mantinaki, E., Zidianakis, E., Cadi, N., Baka, E., Thalmann, N.M., vd. (2022). Mixed Reality Demonstration and Training of Glassblowing. Heritage, 5 (1).

  • Craig, C. (2014). Understanding Perception and Action in Sport: How Can Virtual Reality Technology Help?, Sports Technology, 6 (4), 1-9.

  • Çelikkol, Ş. (2022). Metaverse Dünyası’nın, Tüketici Satın Alma Davranışları Açısından Değerlendirilmesi, İstanbul Kent Üniversitesi İnsan ve Toplum Bilimleri Dergisi, 3(1), 64-75.

  • De Momi, E., Tavakoli, M., Demerico, J., Frisoli, A., Minor, M.A., Rossini, G. ve Chippendale, P. (2022). Extended Reality in Robotics, IEEE Robotics & Automation Magazine, 29 (1), 8-9.

  • Dempsey, P. (2016). The Teardown: HTC Vive VR Headset. Engineering & Technology, 11 (7–8), 80–81.

  • Dionisio, J. D. N., Burns III, W. G. ve Gilbert, R. (2013). 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities. ACM Computing Surveys, 45 (3), 1-38.

  • Dodd, L., ve Johnson, K. (2009). Virtual Tourism: Complementary or Contradictory to Traditional Tourism?, 27th EuroCHRIE Annual Conference, Helsinki, Finland, 672-679.

  • Emmelkamp, P. M. G., Meyerbröker, K. ve Morina, N. (2020). Virtual Realitiy Therapy in Social Anxiety Disorder. Current Psychiatry Reports, 22 (7), 32.

  • Flotyński, J. (2020). Extended Reality Environments. Knowledge-Based Explorable Extended Reality Environments. Springer.

  • Gadekallu, T. R., Huynh-The, T., Wang, W., Yenduri, G., Ranaweera, P., Pham, Q., da Costa, D. B. ve Liyanage, M. (2022). Blockchain for the Metaverse: A Review, arXiv, DOI: arXiv:2203.09738.

  • Grimshaw, M. (2013). The Oxford Handbook of Virtuality, New York: Oxford University Press.

  • Guttentag, D. A. (2010). Virtual Reality: Applications and İmplications for Tourism. Tourism Management, 31 (5), 637–651.

  • Hamilton, D., McKechnie, J., Edgerton, E., ve Wilson, C. (2021). Immersive Virtual Reality as a Pedagogical Tool in Education: A Systematic Literature Review of Quantitative Learning Outcomes and Experimental Design. Journal of Computers in Education, 8 (1), 1-32.

  • Han, Y., Niyato, D., Leung, C., Kim, D. I., Zhu, K., Feng, S., ve Miao, C. (2021). A Dynamic Hierarchical Framework for IoT-assisted Metaverse Synchronization. Journal of Latex Slass Files, 14 (8), 1-16.

  • Hemmati, M. (2022). The Metaverse: An Urban Revolution Effect of the Metaverse on the Perceptions of Urban Audience. Tourism of Culture, 2 (7), 53-60.

  • Hollensen, S., Kotler, P., ve Opresnik, M. O. (2022). Metaverse – The New Marketing Universe. Journal of Business Strategy. 1-7.

  • Jeon, H. J., Youn, H. C., Ko, S. M. ve Kim, T. H. (2021). Blockchain and AI Meet in the Metaverse. Advances in the Convergence of Blockchain and Artificial Intelligence, IntechOpen, DOI: 10.5772/intechopen.99114

  • Kalkan, N. (2021). Metaverse Evreninde Sporun Bugünü ve Geleceğine Yönelik Bir Derleme. Ulusal Spor Bilimleri Dergisi, 5 (2), 163-174.

  • Kiong, L. V. (2021). DeFi, NFT and GameFi Made Easy: A Beginner's Guide to Understanding and Investing in DeFi, NFT and GameFi Projects. Liew Voon Kiong.

  • Klačková, I., Kuric, I., Zajačko, I., Tlach, V., ve Wiecek, D. (2021). Virtual reality in Industry, IOP Conference Series: Materials Science and Engineering, DOI: 10.1088/1757-899X/1199/1/012005.

  • Kounavis, C. D., Kasimati, A. E. ve Zamani, E. D. (2012). Enhancing the Tourism Experiencethrough Mobile Augmented Reality: Challenges and Prospects, International Journal of Engineering Business Management, 4, 1-6.

  • Kye, B., Han, N., Kim, E., Park, Y. ve Jo, S. (2021). Educational Applications of Metaverse: Possibilities and Limitations. Journal Educational Evaluation for Health Professions, DOI: 10.3352/jeehp.2021.18.32

  • Lee, H. T., ve Kim, Y. S. (2018). The Effect of Sports VR Training for İmproving Human Body Composition. EURASIP Journal on Image and Video Processing, 148, 1-5.

  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C. & Hui, P. (2021). All One Needs to Know About Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, And Research Agenda. Journal of Latex Class Files, 14 (8), 1-66.

  • Liang, L. J. ve Elliot, S. (2021). A Systematic Review of Augmented Reality Tourism Research: What is Now and What is Next?, Tourism and Hospitality Research, 21 (1), 15-30.

  • Lynch, G. (2012). A Metaverse Art Residency: ‘Garrett Lynch Yoshikaze “Up-in-the-air” Second Life Residency’. Metaverse Creativitiy, 2 (2), 161-179.

  • Ma, M. ve Zheng, H. (2011). Virtual Reality and Serious Games in Healthcare. Advanced Computational Intelligence Paradigms in Healthcare 6. Virtual Reality in Psychotherapy, Rehabilitation, and Assessment. Studies in Computational Intelligence, 337, Springer, Berlin, Heidelberg.

  • Martins, D., Oliveira, L. ve Amaro, A. C. (2022). From co-design to the construction of a metaverse for the promotion of cultural heritage and tourism the case of Amiais. International Conference on Industry Science and Computer Sciences Innovation, Gaia, Portugal

  • Milgram, P. ve Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems. 12(12) 1321-1329.

  • Nayar, P. H. (2010). An Interview to New Media and Cybercultures. Chichester, West Sussex, UK; Malden, MA: Wiley-Blackwell.

  • Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J. ve Daneshmand, M. (2021). A Survey on Metaverse: the State-of-the-art, Technologies, Applications, and Challenges. arXiv, DOI: arXiv:2111.09673.

  • Osivand, S. (2021). Investigation of Metaverse in Cryptocurrency, GSC Advanced Research and Reviews, 09(03), 125–128, DOI: 10.30574/gscarr.2021.9.3.0306

  • Papadopoulos, T., Evangelidis, K., Kaskalis, T.H., Evangelidis, G. ve Sylaiou, S. (2021). Interactions in Augmented and Mixed Reality: An Overview. Applied Sciences, 11 (18), 1-24.

  • Papagiannakis, G., Ponder, M., Molet, T., Kshirsagar, S., Cordier, F., Thalmann, N. Ve Thalmann, D. (2002). LIFEPLUS: Revival of life in ancient Pompeii, Virtual Systems and Multimedia. Proceedings of VSMM 2002, Virtual Heritage Media Art and Creative Technology Media and VR Technology Wireless Life and Culture Virtual Medicine (VSMM 2002), Gyeongrj, Korea, 1-11.

  • Sharma, R. (2021). Extended-Reality-Its-Impact-on-Education. International Journal of Scientific and Engineering Research. 12 (5), 247-251.

  • Thawonmas, R. ve Fukumoto, A. (2011). Frame Extraction Based on Displacement Amount for Automatic Comic Generation from Metaverse Museum Visit Log. Intelligent Interactive Multimedia Systems and Services, Smart Innovation, Systems and Technologies, Vol.11, 153-162.

  • Toet, A., Mioch, T., Gunkel, S. N., Niamut, O. ve van Erp, J. B. (2021). Assessment Of Presence in Augmented and Mixed Reality. PsyArXiv, DOI: 10.31234/osf.io/gvkwx

  • Topuz, Y. (2018). Anatomi eğitiminde sanal gerçeklik ve üç boyutlu masaüstü materyallerin akademik başarı ve bilişsel yük açısından karşılaştırılması (Doktora Tezi). İstanbul: Marmara Üniversitesi Eğitim Bilimleri

  • Um, T., Kim, H., Kim, H., Lee, J., Koo, C. ve Chung, N. (2022). Travel Incheon as a Metaverse: Smart Tourism Cities Development Case in Korea, Information and Communication Technologies in Tourism 2022,

  • Vallino, J.R. (1998). Interactive Augmented Reality (Yayımlanmamış doktora tezi). U.S.A.: University of Rochester.

  • Vlahakis, V., Karigiannis, J., Tsotros, M., Gounaris, M., Almeida, L., Stricker, D., Gleue, T., Christou, I. ve Ioannidis, N. (2001). ARCHEOGUIDE: First Results of an Augmented Reality, Mobile Computing System in Cultural Heritage Sites. Conference: Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage, Greece, DOI: 10.1145/584993.585015

  • Wang, Q., Li, R., Wang, Q., ve Chen, S. (2021). Non-Fungible Token (NFT): Overview, Evaluation, Opportunities and Challenges, arXiv, DOI: arXiv:2105.07447

  • Wei, S., Ren, G. ve O'Neill, E. (2014). Haptic and Audio Displays for Augmented Reality Tourism Applications. IEEE Haptics Symposium, HAPTICS, 485-488, DOI: 10.1109/HAPTICS.2014.6775503

  • Zuckerberg, M., ve Heath, A. (2021). Mark Zuckerberg on Why Facebook is Rebranding to Meta. [Elektronik Versiyon]. The Verge.

                                                                                                                                                                                                        
  • Article Statistics