Cilt 2 Sayı 4 / Volume 2 Issue 4
Permanent URI for this collectionhttps://hdl.handle.net/11413/1019
Browse
Browsing Cilt 2 Sayı 4 / Volume 2 Issue 4 by Issue Date
Now showing 1 - 9 of 9
- Results Per Page
- Sort Options
Publication Open Access Dijital Çağ Ve Bireyin İdeolojik Aygıtları(The Turkish Online Journal of Design, Art and Communication, 2012-10) Kaplan, Kenan; Ertürk, ElifThe new period that has been called as “Digital Age”, while it is expressing a presure of an hegomonic age by determining most of the social rules by media, on the other hand, that “digital age” shows us a new social transformation by the help of being able to have cheap and useful technologic tools for individuals. Using the tecnology in this way makes for these new type of individuals possible to build his/her own personal envoirment with the new rules for a new community.The Authority is used to turn the individuals into its own silent obeydiences, one can say “Isolated İndividuals”, nevertheless at the same time this “isolated individuals” are used to be in a stiuation trying to gain his own importance in the community and he is trying to make his voice loud against to the Authority by using the technologic tools and equipments. This article, from the aspect of the isolated individual, is going to question the possiblities to change the conditions into his advantage against to this over determiation of the digital age.Publication Open Access Dijital İmaj: “Kendi”nin Simulasyonu mu Olmayana Ergi mi?(The Turkish Online Journal of Design Art and Communication, 2012-10) Güngör, Zeynep; TR29985Apparel is the primary material that a person consulted while creating and identity which is not only who actually he is, but also who he wants to be. In his social life or working life, people dress for impressing others because of mmany effective reasons, or pretending someone else or just to get what he wants. Thus he tells something about himself and over these images the society relates the look with his life-style. Basically, fashion refreshes itself for this deceptions. Human being is able to cover himself in any surroundings even he is most visible in. So, he is influenced by what, in a virtual world where is the most available atmosphere to hide “self”? While he is creating his digital identity called avatar, does he follow his own example or draws a sample of the simulation of a person he wants to be? In this case, it’s studied that; what criterions the gamers take in their costume and image selections during the creation of their visual characters and also this consciousness or underconsciousness is being understood by other gamers in the digital games like The Sims, The Sims Social, Second Life by questing the gamers in several ages, occupations and genders. Finally, it’s been highlighted the importance of apparel in the process of creating a digital ID.Publication Open Access Digitalization In New Media: Dating In Doha(The Turkish Online Journal of Design Art and Communication, 2012-10) Heeg, JenniferThis project reviews how digitalization has changed the social lives of young adults in the Arab Gulf, specifically in Doha, Qatar. Technologies including Bluetooth, television channels allowing for flirting via text message, and Blackberry messenger services have allowed unprecedented contact between the sexes in a mostly traditional society. By placing this phenomenon in the larger category of “Western,” some traditionalists have signalled that Qatari culture is fundamentally challenged by the encroachment of these “Western” behaviors. Simultaneously, Turkish soap operas such as “Noor” are also held up as examples of “Western” infiltration of Qatari society. However, this project seeks to identify the unique ways in which young adults in the Gulf adapt seemingly “Western” technologies, digitalizations, and media formats and use them in ways that are distinctly Gulfi.Publication Open Access The New Emergent Multimedia Content And Digital Rights Management(The Turkish Online Journal of Design Art and Communication, 2012-10) Carvalho, Jeferson deCulture in the digital environment, after a drastic reduction in the cost of storage and editing, allowed remixing and faster sharing than in the analog age. The result of this new content is no longer published or presented through traditional forms known in the analog era. The old gatekeepers are no longer gatekeepers. Thus, copyright, once valid, conflicts with the dynamics of the digital culture. Digital Rights Management, used by a company as a tool, is an option to control and to guarantee economic interests. How can it become sustainable in order to create, to consume, to publish and to share multimedia content in this landscape?Publication Open Access Visual Culture In The New Communication Environment: E-Government As A Case Study(The Turkish Online Journal of Design Art and Communication, 2012-10) Erdal, Cengiz; TR29933Emerging of internet and broadband connection enabling large amount of information to be transferred from one point to another have caused many services to be transferred to virtual environment causing face to face communication is being replaced by screen to screen communication. Consequently, individuals encounter more and more visuals than ever before, which develops and forms the visual culture through new ICT tools. One of the conspicuous applications that shapes visual culture is e-government system requiring effective HCI applications to be put into practice in adapting users to get used to visual interactions changing their deeply rooted transaction habits. This study aims to reveal evolving nature of visual culture in virtual environment as a result of new information communication technology devices serving us as intermediaries between traditional services that we are used to get through face to face communication and their virtual applications in cyberspace. Egovernment system is examined as a case study as it is an outstanding example of visual culture forming tool.Publication Open Access Sosyal Medyanın Karanlık Yüzü(The Turkish Online Journal of Design Art and Communication, 2012-10) Ersöz Karakulakoğlu, Selva; TR32137In this century, which we name as digital age, the information has being shown as numbers. Without a doubt, the internet has made a huge contribution to the structuring of digital process. Especially the social media, which has been in our lives since the mid-2000s, differentiated doing politics and transported it into the internet. Social media tools, alleged to be more democratic, more transparent, and more interactive, have received wide acclaim during the entire process. Within these tools which bring visuality in the foreground, the insurgencies are more romantic, elections campaigns are more colorful, and the protest actions are more attractive. In these terms, social media have been exalted regarding social participation and facility of organization. When we look at the other side, these freedom promising tools, in fact, shelter a market worth billions of dollars behind. Is social media really a tool for freedom and progress? What lies beneath the back side of this market? Are the work of amateur spirit which is developing on the internet is of poor quality? Is Facebook really affective during the so-called ‘Arab Spring’? From a critical point of view, this study aims to discuss the back and unseen side of social media. The theoretical framework will be based on the internet culture and the transformation of this culture in itself (Lovink, 2007) and YouTube, Facebook, Twitter, blogs and Wikipedia which are the part of internet culture and our visual culture since the mid-2000s, will be analyzed and what these tools really serve for will be discussed. As noted by internet critic Carr, " All the things Web 2.0 represents - participation, collectivism, virtual communities, amateurism - become unarguably good things, things to be nurtured and applauded, emblems of progress toward a more enlightened state. But is it really so? "(2005).Publication Open Access Intertextual Relation For The Creation Of Fashion Contents(The Turkish Online Journal of Design Art and Communication, 2012-10) Iahn, Roberta Cesarino; Nascimento, RodneyThe objective of this study is to highlight the interference of information technology for the fashion creation. Fashion is no longer a content specific of designers or expert journalists, being resistant to the language reduction system (Barthes, 2005). The technological interference in the image of fashion allowed a broad interchange of signs orchestrated by different people and backgrounds. Digital photography and blogs expanded relations between fashion (creation and content) and street trends (authorial consumption) where idea and experience assume a creative value of market (Future Concept Lab). This intertextual relation between fashion creation and information of its contents has established a network of associations from which it feeds an aesthetic system that changes the issue of authorship (creation) and property (information). Fashion creation and production are in web pages in order to allow a creative movement out of ateliers and fashion publishing to democratize the structure of a very elitist market until then. The fashion world designed by good designers and described by powerful editors (Matharu, 2011) has received new participants that have brought different perceptions on culture, aesthetics, and identity. Major corporate brands need to interact with an opinion production and content that are out of the industrial axis and market – at the same time independent and free to provide feedback and set new standards of value. Thus, we understand that the conflict is set between the new content production model related to the old-fashioned system of fashion production. We will try to clarify this issue from this paper.Publication Open Access Siyasal İletişim Kampanyalarında Sosyal Medyanın Kullanımı (12 Haziran 2011 Seçimleri “Twitter” Örneği)(The Turkish Online Journal of Design Art and Communication, 2012-10) Genel, Mehmet Gökhan; TR103791The rapid advances in communications and information technologies have been altering the old structures and habits in a radical way. One of the leading structures within this transformation process is the media and its political practices. Media as a factor inluencing politics and/or political orientations has been a dominant subject of debate within media studies. The formats of political action by political actors has been going through a transformation on both formal and informal contexts in accordance with contemporary conditions. This transformation has become more meaningful especially with the advances in information technologies in the past two decades. Along with the transmission of political messages to the public via classical propaganda techniques and conventional media means, a new era of “digital propaganda and online politics” as a new trend and course has come to existence. The fact that Barack Obama has won the 2008 Presidency elections in the USA by efficient and successful use of social media strategy has put forward social media as a necessary subject of political communication. In the light of these realities, the aim of this study is to make a research on the use of social media by Turkish politicians. The axis of this study is the general elections in Turkey held in 12 June 2011 and, by taking the Twitter accounts of the political leaders of parties which entered the Turkish National Assembly into consideration, content analysis method has been applied.Publication Open Access Yeni Medya Aracı Bilgisayar Oyunlarında Toplumsal Cinsiyetin İnşası(The Turkish Online Journal of Design Art and Communication, 2012-10) Kan, DenizThe developments in information Technologies have given rise to the computer games which forms the new information technologies. Today, the computer games which have developed since 1960s have an important role in the daily life in order to manipulate the social life. In this sense, computer games are not only for fun. Besides, they reflect the gender ideology. In these circumstances, the social differences such as language, religion, race and sex occur in a reproduction process. Especially when this study is examined on the basis of sexuality, it will question how the gender is reproduced in computer games. In this manner, the games which will be used in this study, have been selected from the games produced in Turkey and all over the world, with the intentional sampling method; and examined within the framework of feminist doctrines. Furthermore it is observed that the determined sexual roles have been reproduced according to gender ideology.