Üç Boyutlu Konsept Tasarım ve Animasyonun Sanal Gerçeklik Uzamındaki Uygulama Yöntemleri
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The technological development of human beings has created an interaction-based link between the past and the present of design tools by influencing the methods and techniques used in visual design studies. With the development of computers, hardware technologies and software offering digital variations of real tools to designers, this interaction has created a synergetic development alternative where technology provides the designer with new tools and the designer is guided by the act of designing the technological one. Virtual reality technologies, which started to make a name for themselves in the last quarter of the 20th century, thanks to their rapid development in recent years, thanks to their digital tools, software and digital interfaces, have become an unlimited workshop and an exhibition environment with endless possibilities for artists and designers. The aim of the thesis is to research new hardware and software that emerged with the development of virtual reality technologies. In addition, the research aims to reveal what new opportunities it brings to the field in terms of creating three-dimensional graphics, design concepts and animations with the mentioned new technologies and bringing the works to the audience. Thus, the thesis study aims to reveal the effects of the new reality created by stretching the concepts of time and space of virtual reality on the perception dimension with an academic approach for both the designer and the audience. In the first part of the thesis, which consists of three parts; The concepts of virtual and real, the effects of technological development, futuristic possibilities of hyper-real and hardware are examined with the experienceable features of virtual reality at the level of perception. In the second part; The development of virtual reality design software was discussed in line with the effects of technological evolution, the bonds between traditional desktop software and virtual reality software, character design in Adobe Medium software, concept design in Gravity Sketch software were discussed and examined through the designs prepared. In the Third part of the thesis, which explains the animation applications and the exhibition space, the new application forms brought by the Quill software in three-dimensional visual design, modeling and digital painting, the graphic animation features of the software, the conversion of the created images into animation concepts and new digital approaches are discussed. In this part, 10 different animation concepts that can be experienced in virtual reality were designed for the exhibition.