Blok zinciri teknolojisinin ilk olarak kripto para birimi Bitcoin ile popüler hale gelmesi aslında büyümeye başlayan bir kartopunun ilk hareketi olarak görülmesi gerekir. Öncelikle finans sektörüne etki eden bu teknolojinin zaman ilerledikçe birçok sektörü etkisi altına aldığı görülürken turizm sektörünün yolunun da bu teknoloji ile kesişmeye başladığı yadsınamaz bir gerçektir. Bu nedenle hem akademisyenler hem araştırmacılar hem de çeşitli sektörler tarafından üzerinde yoğun bir şekilde çalışılan bir konu haline gelmiştir. Bu çalışmada bir blok zinciri uygulaması olan NFT (Non-fungible Token, Değiştirilemez Jeton) teknolojisi ele alınıp turizm sektörü açısından sunabileceği yenilikler ele alınmıştır.
Lik‐Hang Lee, Tristan Braud, Pengyuan Zhou, Lin Wang · 9 authors
Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokemon Go), and Non-Fungible Token Games (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have bought us various degrees of digital transformation. The term `metaverse' has been coined to further facilitate the digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent, and shared realm. While the metaverse may seem futuristic, catalysed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the digital `big bang' of our cyberspace is not far away. This survey paper presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the possibility of the digital `big bang'. First, technologies are the enablers that drive the transition from the current Internet to the metaverse. We thus examine eight enabling technologies rigorously - Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, Edge and Cloud computing, and Future Mobile Networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. Therefore, we discuss six user-centric factors -- Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy, and Trust and Accountability. Finally, we propose a concrete research agenda for the development of the metaverse.
Lik‐Hang Lee, Tristan Braud, Pengyuan Zhou, Lin Wang · 9 authors
Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments, including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokémon Go), and Non-Fungible Token Games (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have brought us various degrees of digital transformation. The term “metaverse” has been coined to facilitate further digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent, and shared realm. While the metaverse may seem futuristic, catalyzed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the digital “big bang” of our cyberspace is not far away. This survey presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems and illustrates the possibility of the digital “big bang”. It is essential to highlight that the metaverse encompasses diverse technologies and ecosystems, calling it an interdisciplinary and emerging field. Its primary objective is to provide users with satisfactory and interactive experiences. First, technologies are the enablers that drive the transition from the current Internet to the metaverse. We thus examine eight enabling technologies rigorously – Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, IoT and Robotics, Edge and Cloud computing, and Future Mobile Networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. Therefore, we discuss six user-centric factors – Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy, and Trust and Accountability. Finally, we propose a concrete research agenda for developing the metaverse.
NFT-based art is at the forefront of a new wave of digital ownership that enables creators to retain control of their work and create and sell ownership rights for their digital media. But digital art is just the tip of the iceberg: this same technology can unlock access to any unique physical or digital resource, including products, services, and event access. We call these NFTs - used to access and determine ownership of resources off the blockchain - ‘Smart Collectibles.’ Smart Collectibles have applications that range from digital gaming and media to finance and property. They are also a key enabler of Web 3.0 and the Metaverse, an always-on shared digital universe where people can work, play, and hang out. By creating this document, we aim to inspire and encourage creators, communities, and businesses to continue to innovate in this space. With Smart Collectibles, businesses and artists can enable access to value in a way that is traceable and highly secure and even stack access to multiple forms of value onto the primary non-fungible tokens themselves.
Interpenetration of ideas, culture, economics, raw materials and etc. are causing globalization in our society. This trend is also assisted by the growing technological innovations. Society is increasingly turning to digital tools to provide fast communications, access to information and goods through the global network, especially needed during the pandemic. In terms of art, these factors contribute to shifting the range from classical means of expression to contemporary art forms focused on digital media. Historically, the discovery of photography in the 19th century radically changed art. Painting frees itself from the function of reflecting objective reality and seeks new means of expression and meaning. In the early 20th century, new trends in the avant-garde art seek to depict intangible things away from visible reality such as the inner world of the artist, emotions, symbols, music, time and more. One of the brightest trends - Cubism is a typical example. It seeks a way to show objects rationally from several sides simultaneously - three-dimensional, but unfortunately it is limited by the means of expression - the two-dimensional surface of the canvas. Digital technologies today have a solution to this problem. They provide digital tools that completely change painting. The canvas no longer exists in the familiar way in which the artist works. It is becoming history. With the invention of VR glasses, the boundaries of visible reality and imagination in art have been removed to enter a new virtual world. Tilt Brush technology goes one step further, giving the opportunity to the artist to create 3D images with a brush in hand while moving in the virtual world he creates. Canvas doesn’t exist, it is a virtual digital world three-dimensional arising from the imagination of the artist and existing only through the eyes of the pink VR glasses. Here comes the question, will technology displace the artist's hand? Keywords: Digital Art, Art, Virtual Reality (VR), Tilt Brush, Technological Innovations, Net Art, Non-Fungible Tokens (NFT), Artificial Intelligence
Huaxin Wang, Joris S. M. Vergeest, Jan Miedema, Frank Meijer · 6 authors
Synthetic environment equipped with user interfaces intuitive for direct 3D shape modification by non-designer stake-holders was proposed as a collaboration tool for design concept communication in dynamic prototyping of product design in early stages of the design process. After a survey of 3D user interaction techniques for SE, a simple user interface with hierarchical visual menu was proposed and a proof-of-concept implementation of it was tested to be intuitive with experiment, which serves as a base for further study to verify the hypothetical benefits of SE aided dynamic prototyping in terms of communication efficiency and accuracy.