Arama Sonuçları

Listeleniyor 1 - 4 / 4
  • Yayın
    Virtual reality art and immersive experimental typography
    (İstanbul Aydın Üniversitesi, 2021-08-20) Uyan Dur, Banu İnanç
    As an emerging technology, Virtual Reality (VR) is perceived as a platform with the potential to changethe artwork generation methods and consumption paradigms The immersion, presence and interactionfeatures of VR provides for art unique opportunities to find new forms of expression. The potential ofVR in the artistic context will be revealed more clearly as researches in this area increase. The way artuses VR, how it interprets it, and the change VR will cause in art will expand the perspective for both.It is seen that in most of the researches on the relationship between VR and art, this relationship isconsidered in a general context. Very few researches has been done on the use of writing for artisticpurposes in VR and a limited number of practical studies have been produced. From this point of view,in this article, the relationship between experimental typography and VR art is examined with examples.The most effective use of writing in both a linguistic context and as a visual expression has been withinthe scope of conceptual art and this has brought new discourses and perspectives to the art. In thisregards, the inclusion of VR in the combination of writing and art may provide completely differentresults in conceptual and intellectual contexts. The intersection of writing, art and VR has a rich potentialfor different perspectives and new patterns. In this paper, the use of writing as the main narrative elementin VR Artworks has been discussed as an experimental typography study. Experimental typography isa practice based on exploration and interpretation, seeking new forms of visual expression apart fromtraditional patterns. VR Artworks based on experimental typography may reveal various contents thatexplore the role of language for art as structured images in virtual environment. Within this article, threeVR Artworks based on the experimental typography are examined and it has seen that they all presenteddifferent visual solutions than the clean, meticulous 3D visualization approach used in most VRapplications. In this context, it has been suggested that the use of experimental typography in VR Artcan expand the narrative language of VR.
  • Yayın
    Design fiction in design education: a case study on student projects
    (Sanat ve Dil Araştırmaları Enstitüsü, 2021-06-30) Uyan Dur, Banu İnanç
    Design fiction is a critical design approach which speculates on possible futures and forms technology-based visions on how future life might be and explains fictional worlds through the designed artefacts. Design fiction opens a free space to question current assumptions, operations, and systems. Design fiction is also used to create alternative worlds by moving away from various constraints, business expectations in particular, and to provide a convenient atmosphere for students to be able to think in a conceptual context, to develop new discourse, and to question their relation with reality. The present article argues that design fiction can be used as an instrument to question the position of design education in providing a labour force to the sector, and to move out of the structure of the design fiction that focuses on now and today. In this scope, the design fiction projects produced in the course of a Visual Communication Design Project will be examined, the methods used and the stages followed will be explained, and opinions will be presented on the possible angles of outcomes for students in design education.
  • Yayın
    Consumer awareness and user experience in AR-enabled sustainable food packaging
    (Istanbul Medeniyet University, 2025-12-31) Köse, Ayşe Merve; Uyan Dur, Banu İnanç
    This article examines how augmented reality (AR) can serve the communication aims of sustainable food packaging. Scholarship on sustainability-oriented packaging and AR-mediated consumer communication is synthesized, and the design of a proof-of-concept AR application for an organic food package is presented. The prototype stages information through progressive disclosure, surfaces concise traceability cues and end-of-life guidance, and includes a lightweight game that frames pro-environmental actions. Design choices prioritize clarity, low cognitive load, and cross-device accessibility. To evaluate how the prototype was received by users, an exploratory, cross-sectional user study was conducted in which 31 adults interacted with the prototype on their own smartphones and then completed a brief questionnaire including one openended item; analyses were descriptive. Participants reported favorable perceptions of clarity, usability, information effectiveness, and visual quality. Most also reported higher knowledge and awareness and indicated intentions to apply what they learned. Thematic analysis converged with these patterns and identified priorities for improvement, including performance, accessibility, and audio balance. The article’s contribution is threefold, comprising a design-led articulation of ARenabled packaging for sustainability communication, a descriptive account of user responses at the proof-of-concept stage, and actionable implications for practice (progressive disclosure, verifiable, updatable claims, and light gamification that supports information) as well as for evaluation research (comparative or longitudinal designs with behavioral endpoints).
  • Yayın
    The relation between infographic and visual literacy
    (ITICAM, 2018-07) Uyan Dur, Banu İnanç
    The developments in communication technology didn’t only affect the visible side of life but also transformed the ways of thinking, perception and interpretation. The form of communication through visuals is accepted to be the reality of today. On the other hand, the digital evolution due to the advances in technology has had the advantage of ever increasing flow of data and information. Therefore, processing the intense, unorganized and complex data to transform them into meaningful and useful datasets has become an area gaining more importance. Making information more understandable for wider audience requires the presentation of data through systematic visualization. Therefore, infographics have become an element that is used more frequently in every media. Infographics fulfil a very important need in this age by presenting the information and data that increases due to technological developments through an understanding focusing on functionality and aesthetics where visual communication is in the center. In understanding infographics, the visual literacy level of the user is a factor that is as important as the quality of the design. This article examines the relation of visual literacy with the process of reading, perceiving and interpreting the infographics.