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 Görüntüleme 6
Kullanıcı Deneyimi Ekseninde Hareket Algı Uygulamalarına Ait Etkileşimsel Özelliklerin ve Arayüz Tasarımlarının Değerlendirilmesi: Hareket Algı Kullanıcı Deneyimi Etkileşimsel Özellikleri
2021
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Tasarım Kuram
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Abstract Among the important effects of technological development in terms of the service sector is the widespread use of interactive systems in public centers such as malls, aquariums and zoos, providing entertainment-oriented experiences to visitors. Primary reason of the choice of interactive systems in public areas is to provide educational content through entertaining methods as well as establishing various solutions that increase brand and financial values of centers. Centers with different identities offer services to visitor beneffiting from activities in line with modern technologies in order for the guests to perceive the time spent more preciously, to keep the experience alive and to revisit the center. Theming applications related to edutainment design offers playful experiences by facilitating access to interesting topics such as space, animals or nature. Centers usually benefit from edutainment design for the application of a main theme, meanwhile implementations in malls allows the structure to be separated from its counterparts through strategical personalization. Applications developed for different purposes are designed according to contextual features and communicative preferences. Among the digital media applications that have become widespread in recent years, virtual reality applications are the most preferred ones with the convenience they offer. The main reason these applications are practical is that they provide convenience in terms of common technology and updatable content. In the study, the relationship between selected technologies and interfacial aspects of interactive products used in museums and centers are evaluated by examining the design orientation of products related to physical and virtual manipulation control features. The projects presented are composed of the Virtual Habitat application designed for three different edutainment projects and the Space Walk application designed for another project all carried out by the technology company partnered by the author, in order to determine the differences among the applications in terms of user experience and interaction. In this context, the projects presented are the Manila Ocean Park Aquarium, Florya Istanbul Aquarium, Carousel Toy Exhibition held at the Bursa Anatolian Cars Museum and the Ashgabat Medeni Dynch Space Center project. Initial 3 centers are variables of the virtual habitat application realised in different dates. The Medeni Dynch Space Center project carries an importantance in terms of exemplifying the relationship of the same technology with a different content type. Therefore, the study aims to provide gains in explaining the connection between design and technology, based on diverse content with the provision of the projects presented. The scope presented incompasses the goal to determine the interactional properties of the applications in order to explain the design differences related to design and technology. In this context, by examining the visual, experiential and technology-oriented differences of the applications developed within the edutainment projects implemented in different years, it is tried to explain the effect of technological developments on design approaches and the targeted user experience qualities in public buildings. In addition to the educational and entertaining features of the technologies offered, presented implementations carry qualities on enabling the centers to collect information about the progress of the visitors as well as creating a demographic classification. Unlike other scientific studies carried out by the author, the gesture recognition system applications being compiled and subject to this study, result in having more than one common feature among the applications. The most significant difference determined among the applications concerning contextual variability, is the quality that offers an in-depth creativity related to content. The research presents various concepts related to the title and the keywords. In line with the aims of the research, the integrated meanings of all concepts are explained rather than singular expressions. For this purpose, the sections are structured based on the features of design disciplines elaborating the qualities of interactive systems that effect spatial perception. Determining the integrated qualities of spatial and systemic features of the applications is important for the perception of the experience. Another purpose of the qualitative study is to establish a relationship between academic approaches and professional practices by sharing findings on field-based experiences through process’ on literature-based evaluations. In order to eliminate the subjectivity on the selected subject, the study tries to conduct objective evaluations focused on design-centered technologies by making quotations from different projects. Therefore, the gains obtained from the academic examination of the sectoral projects carried out by the author on both areas, constitute the original value of the research. The projects presented chronologically explain the interaction, spatial perception, user experience and interface features provided by gesture recognition technology. In this context, the qualitative research subject to the projects managed by the author aims to achieve gains centered on interdisciplinary design approaches with the integration of academic and professional fields.

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2021
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Tasarım Kuram
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Tasarım Kuram

Alan :   Güzel Sanatlar

Dergi Türü :   Ulusal

Metrikler
Makale : 256
Atıf : 413
Tasarım Kuram