1-10
Research
Psikolojik Sağlamlık, Tükenmişlik, Algılanan Covid-19 Bulaşılabilirliği Arasındaki İlişkinin İncelenmesi: Akademik Personel Üzerinde Bir Uygulama
Abstract
İlk olarak 2019 yılının sonunda görülen ve 2020 Mart’ta pandemi ilan edilen covid-19’un birçok sektör çalışanında psikolojik sorunlar doğurduğu bir gerçektir. Bu oluşan psikolojik sorunlar tükenmişliği de beraberinde get... [...] Read more.
Abstract full Full article
11-20
Research
Asymmetric, Pluralistic or Distinctive? Secularism in India and Malaysia within Comparative Perspective
Abstract
This article explores the nuanced and complex nature of secularism in India and Malaysia, challenging the notion of a fixed, universal definition. It examines how these countries, despite their diverse religious landscap... [...] Read more.
Abstract full Full article
21-30
Research
The Impact of Cultural Globalization and Western Media Advertisement: The Case of Indian Weaving Crafts
Abstract
World post-industrialisation has become a global village, and the cultural life of western countries has become a global norm, resulting in a side-lining of Easter lifestyle, including dressing sense. This westernisation... [...] Read more.
Abstract full Full article
31-41
Other
Avrupa Birliği’nde Dijital Dönüşümün Ekonomi Politiği
Abstract
Avrupa Birliği (AB) için dijital alan, ekonomik ve sosyal bütünleşme sürecinin bir parçası olarak görülmektedir. Buna karşın, üye ülkeler arasında dijitalleşme düzeyine yönelik önemli farklılıklar ve derinleşen dijital b... [...] Read more.
Abstract full Full article
1-10
Research
Gamelan Land: A Multiplayer Virtual Reality Game based on a Social Presence Approach
Abstract
A Multiplayer Virtual Reality Game (MVRG) was developed in order to support experiences in learning and playing orchestral music through a virtual world called the Gamelan Land (GL) game. The GL game was aimed as a virtu... [...] Read more.
Abstract full Full article
11-20
Research
Face Warping Deepfake Detection and Localization in a Digital Video using Transfer Learning Approach
Abstract
Generative AI (GenAI) can generate high-resolution and complex content mimicking the creativity of humans, thereby benefiting industries such as gaming, entertainment, and product design. In recent times, AI-generated fa... [...] Read more.
Abstract full Full article
33-42
Research
A Comparative Study on the VR Experience of Students in a Digital Documentary Game
Abstract
VR technologies, which are used in many fields today, have also started to be used in education through the game platforms with the realistic and interactive environments they provide. The \'Following the Traces of Sedad... [...] Read more.
Abstract full Full article
43-53
Research
Valuation, Accounting Principles, and Classification of Assets in the Metaverse
Abstract
This study explores the valuation methods, accounting principles, and asset classification systems needed for accurate financial reporting in the Metaverse. The unique characteristics of virtual assets in the Metaverse p... [...] Read more.
Abstract full Full article
54-70
Research
Academic Augmentation: Analyzing Avatar Design in Educational Metaverse
Abstract
The emergence of Metaverse from the realms of science fiction into a tangible reality marks a transformative epoch in the digital landscape. Avatars, serving as digital embodiments of users, wield significant influence o... [...] Read more.
Abstract full Full article
71-83
Research
The Effects of Metaverse on the Tourism Industry
Abstract
This study examines the potential impacts of Metaverse, extended reality, and artificial intelligence on the tourism sector. The current use of these technologies in tourism is discussed with examples, possible risks, an... [...] Read more.
Abstract full Full article
Back to Top Top