The emergence of virtual reality in recent years has primarily focused on user interfaces, visual simulation, and 3D graphics. However, the community's interest in virtual reality has shifted towards the gaming industry in order to reach a larger audience. This thesis aims to study the differences and similarities between virtual games and traditional video games in order to determine user preferences and opinions. Over 60 days (April 1st - May 31st, 2023), an online survey gathered 300 comprehensive responses, revealing substantial insights, and 4 interviews have been conducted with 4 volunte ...Daha fazlası
Cosmic Horror, developed by H. P. Lovecraft, is a subgenre of science fiction, fantasy and horror. Cosmic horror is about the fear of the unknowable. It is usually about threatening beings from outer space or ancient malevolent mysteries. It has also played a key role in the development of horror cinema. Unlike stereotypical horror themes, deep stories about the pains of human existence are included in the cosmic horror subgenre. This thesis presents a research on feature films that are directly or indirectly related to thecosmic horror genre. With this aim, some sample films were selected and ...Daha fazlası
Kitsch, like many art concepts, went beyond the boundaries of art and began to affect individuals and society. In consumer society, many imitations, cheap, serial, fake products and repetitions of their have been proliferated. With its lack of artistic concern, creativity and originality, kitsch products have caused art to lose its autonomy and enter into a commercial configuration. In this study, a survey study was conducted to reach art educators' opinions about Kitsch products. Educators working in various departments of Fine Arts Faculties were emailed and asked if they agreed with the stu ...Daha fazlası
The emergence of virtual reality in recent years has primarily focused on user interfaces, visual simulation, and 3D graphics. However, the community's interest in virtual reality has shifted towards the gaming industry in order to reach a larger audience. This thesis aims to study the differences and similarities between virtual games and traditional video games in order to determine user preferences and opinions. Over 60 days (April 1st - May 31st, 2023), an online survey gathered 300 comprehensive responses, revealing substantial insights, and 4 interviews have been conducted with 4 volunte ...Daha fazlası
6698 sayılı Kişisel Verilerin Korunması Kanunu kapsamında yükümlülüklerimiz ve çerez politikamız hakkında bilgi sahibi olmak için alttaki bağlantıyı kullanabilirsiniz.