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Re: The brave new world of pandemic resilience

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dc.contributor.author Lukman, Thalib
dc.date.accessioned 2024-03-08T06:56:11Z
dc.date.available 2024-03-08T06:56:11Z
dc.date.issued 2022
dc.identifier.issn 1356-1294
dc.identifier.issn 1365-2753
dc.identifier.uri http://hdl.handle.net/11547/11205
dc.description.abstract In today's world the differences between the virtual and real have fairly diminished. In this context, the virtual reality systems, which are the new means of communication and have the characteristic qualifications of new media technologies, have changed the one way communication model of traditional media. As a result of this transformation of the communication model, the user has begun to interact with the content producers. Therefore, the user is transformed from the passive role to the active role and continues his/her life in a two-way communication model. In this way, virtual environments, which the so called new media technology devices has brought in, made it possible for the users to control and interact with interfaces and this made it easy to send the message from the source to the target. The communication notion stands in the basis of the technology, which is produced for consuming; also it forms a basis for new media technologies like virtual reality. Especially gamification of consumption and by this way increasing the consuming behavior, this technology is the frontier of continuously improving new media technologies. In this context, in this study Huizinga's game notion is related with augmented technology and IKEA's augmented technology is examined. tr_TR
dc.language.iso en tr_TR
dc.relation.ispartofseries 28;6
dc.title Re: The brave new world of pandemic resilience tr_TR
dc.type Article tr_TR


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