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Dijital Gerçeklik ve İnsan Sonrası Düşünce Bağlamında Facebook Horizon Uygulaması

Yıl 2020, Cilt: 13 Sayı: 2, 750 - 774, 01.07.2020

Öz

İnsan sonrası düşünce, içerisinde yaşadığımız dünyayı insan ve insan dışı tüm canlılar ile birlikte bir bütün olarak gören ve etik açıdan tüm türleri kapsayan yeni bir yaklaşım ortaya koymaktadır. Günümüz dünyasına hâkim olan teknolojik ilerlemeler, insan ve inşa dışı varlıklar için tehditler veya imkânlar oluştururken bir yandan da bizi yaşamsal etik üzerine yeniden düşünmeye davet etmektedir. İnsan sonrası düşüncenin kapsadığı alanlardan birisi de bu nedenle, dijital teknolojilerdir. Dijital teknoloji denilince akla gelen bir diğer kavram olan sanal gerçeklik de böylesi bir düşünce akımı içerisinde kendisine yer bulmaktadır. Dijital teknolojilerin otonom halde olduğu kanaatinde olan insan sonrası felsefe ile sanal gerçekliğin pratik uygulamaları arasındaki ilişki bu anlamda dikkat çekicidir. Bu çalışmada sanal gerçeklik pratiklerinden birisi olan ve yakın zamanda piyasaya sürülmesi beklenen Facebook Horizon uygulaması araştırılmaktadır. Uygulamanın web sayfasında sunulan içerikler, betimsel olarak analiz edilmekte ve insan sonrası felsefe ile dijital teknolojilerin içerdiği gerçeklik olgusu üzerinden çözümlenmektedir. İnsan sonrası etik ve sanal gerçekliğin kesiştiği bir mecra olan Facebook Horizon’un bu etiğin içerdiği söylemlerden uzak olduğu ancak gerek kullanıcının gerekse üreticinin idealindeki sanal gerçeklik deneyimini sunabildiği gözlenmiştir.

Kaynakça

  • Aronson-Rath R, Milward J, Owen T And Pitt F (2015) Virtual Reality Journalism, Tow Center For Digital Journalism, Https://Www.Gitbook.Com/Book/Towcenter/Virtual-Reality-Journalism/Details Erişim Tarihi: 13.02.2020. Baudrillard J (2005) Şeytana Satılan Ruh, Oğuz Adanır (çev), Ankara, Doğubatı Yayınları. Baudrillard J (2011) Simülakrlar Ve Simülasyon, Oğuz Adanır (çev), Ankara: Doğubatı Yayınları. Blascovich J And Bailenson J (2011) Infinite Reality, U.S.A: Harper Collins. Bolter J D (2016) Posthumanism, In The International Encyclopedia Of Communication Theory And Philosophy, Jensen K B And Craig R T (eds), Volume IV, Ss. 1-8. Bostrom N (2003) Human Genetic Enhancements: A Transhumanist Perspective, The Journal Of Value Inquiry, 37(4), 493-506. Bostrom N (2003) Are You Living In A Computer Simulatıon? Philosophical Quarterly, 53(211), 243‐255. Brightman J (2019) Report: Oculus Quest Has Sold 400,000 Units, Will ‘Leapfrog PC Headsets’, GamedailyBiz, https://Gamedaily.Biz/Article/1337/Report-Oculus-Quest-Has-Sold-400000-Units-Will-Leapfrog-Pc-Headsets-Superdata, Erişim Tarihi: 13.02.2020. Bruce D And Bruce A (2014) Engineering Genesis: Ethics Of Genetic Engineering In Non-Human Species, Routledge. Chalmers D J (2017) The Virtual And The Real, Disputatio, 9 (46), 309-352. Chandler D (2015) A World Without Causation: Big Data And The Coming Of Age Of Posthumanism, Millennium: Journal Of International Studies, 43(3) 833-851. Cevizci A (2012) Felsefe Tarihi, İstanbul: Say Yayınları. Cordeiro J (2016) Technological Evolution And Transhumanism, In Deploying Foresight For Policy And Strategy Makers, Science, Technology And Innovation Studies, Gokhberg L, Meissner D And Sokolov A (eds) Springer. Çelik E E (2019) Antroposen Ve Posthuman Insan Çağında Insan Sonrası Olmak, Cogito, Kış, 145-160. Deleuze G And Guattari F (1988) A Thousand Plateaus: Capitalism And Schizophrenia, Bloomsbury Publishing. Demir A (2018) Trans-Humanism In The Context Of Immorality And Artifical Intelligence, AJIT-E, 9(31), 95. Dixon J B And Cassidy E (2005) Virtual Futures: Cyberotics, Technology And Posthuman Pragmatism, Routledge. Dönmez S ve Erkılıç H (2019) 360 Derece Sanal Gerçeklik Uygulamalarını Sinema Kuramı Üzerinden Okumak Mümkün Mü?, Mersin Üniversitesi Sosyal Bilimler Enstitüsü E-Dergisi, 2, 40-56. Erkayhan Ş (2015) Yaratıcı Endüstriler ve Dijital Gelecek Stratejileri, E-Journal Of Intermedia, 2 (2), 411 – 423. Geraci R (2010) Apocalyptic AI, New York: Oxford University Press. Gökberk M (1993) Felsefe Tarihi, İstanbul, Remzi Kitabevi. Grimshaw M (2014) The Oxford Handbook Of Virtual Reality, New York: Oxford University Press. Gürbüz E (2013) Jeolojik İmzamız: Antroposen, Bilim Ve Teknik Dergisi, 32-35. Hamilton I (2019) OC6: Facebook Horizon’s Social Future Built Around Real Identity And Blocking People, https://Uploadvr.Com/Oc6-Facebook-Horizon-Hands-On/ , Erişim Tarihi: 13.02.2020 Hançerlioğlu O (1985) Felsefe Ansiklopedisi, (2. Cilt) İstanbul: Remzi Kitabevi. Hansell G R (2011) H+/-: Transhumanism And Its Critics, Philadelphia: Metanexus Institue. Haraway D (2006) Siborg Manifestosu, İstanbul: Agora. Hayles N K (2008) How We Became Posthuman: Virtual Bodies In Cybernetics, Literature, And Informatics, University Of Chicago Press. Heim M (1993) The Metaphysics Of Virtual Reality, New York: Oxford University Press. Hilav S (2011) Felsefe El Kitabı, Cogito: YKY. Huizinga J (2018) Homo Ludens: Oyunun Kültür Içindeki Yeri Üzerine Bir Inceleme, Orhan Düz (çev), İstanbul: Alfa Yayınları. Işıklı Ş Ve Küçükvardar M (2016) Bilişim Devrimi, Ankara: Birleşik Yayınevi. Jenkins H (2006), Convergence Culture: Where Old And New Media Collide, New York: New York University Press. Jerald J (2016) The VR Book: Human-Centered Design For Virtual Reality, U.S.A: Morgan And Claypool Publishers. Katz B F (2008) Neuroengineering The Future, Virtual Minds And The Creation Of Immortality, New Delhi: Infinity Science Press Lc. Keeling K (2005) Passing For Human: Bamboozled And Digital Humanism, Women And Performance: A Journal Of Feminist Theory, 15(1), 237-250. Lévy P (1998) Becoming Virtual Reality In The Digital Age, Robert Bononno (trans), U.S.A: Plenum Press. Lewis-Williams J D (2019) Mağaradaki Zihin, Tolga Esmer (çev), İstanbul: YKY. Lilley S (2012) Transhumanism And Society: The Social Debate Over Human Enhancement, Springer Science And Business Media. Machkovech S (2019) Facebook’s New VR Chat App Will Throw Paid Staffers At “On-Boarding” Trolls, https://Arstechnica.Com/Gaming/2019/09/Facebook-Reveals-Staffing-Plan-To-Be-Your-Vr-Chat-Concierge-Service/ Erişim Tarihi: 13.02.2020. Manovich L (2001) The Language Of New Media, England: The MIT Press Cambridge. Montalvan Castilla J E And Pursiainen C (2019) Cyberspace Effects On Civil Society, The Ultimate Game-Changer Or Not?, Journal Of Civil Society, 15(4), 392-411. Mossberger K, Tolbert C J And Mcneal R S (eds.) (2008) Digital Citizenship: The Internet, Society, And Participation, Cambridge: The MIT Press. Nagy P And Koles B (2014) The Digital Transformation Of Human Identity: Towards A Conceptual Model Of Virtual Identity In Virtual Worlds, Convergence, 20(3), 276-292. Norris P (2001) Digital Divide: Civic Engagement, Information Poverty, And The Internet Worldwide, Cambridge University Press. Persson I And Savulescu J (2010) Moral Transhumanism, The Journal Of Medicine And Philosophy: A Forum For Bioethics And Philosophy Of Medicine, 35(6), 656-669. Pimentel K And Teixeira K (1995) Virtual Reality Through The New Looking Glass, New York: Mcgraw-Hill, Inc. Politzer G (2003) Felsefenin Temel Ilkeleri, Muzaffer Erdost (çev), İstanbul, Eriş Yayınları. Randall J J H And Buchler J (2014) Felsefeye Giriş, Ahmet Arslan (çev), Ankara: Big Bang Yayınları. Ringrose J And Renold E (2016) Cows, Cabins And Tweets: Posthuman Intra-Active Affect And Feminist Fire In Secondary School, In Posthuman Research Practices In Education (Pp. 220-241), Palgrave Macmillan, London. Roberts J M, Arth M J And Bush R R (1959) Games In Culture, American Anthropologist, New Series, 61 (4), 597-605. Rose G (2017) Posthuman Agency In The Digitally Mediated City: Exteriorization, Individuation, Reinvention, Annals Of The American Association Of Geographers, 107(4), 779-793. Rosi B (2019) İnsan Sonrası Pek Insanca: Bir Posthümanistin Anıları ve Emelleri, Oktay Doğan (çev), Cogito, Kış, 53-97. Ryan M (1999) Immersion vs. Interactivity: Virtual Reality And Literary Theory, Substance, Vol. 28, No. 2, Issue 89: Special Section: Marcel Bénabou Pp. 110-137, The Johns Hopkins University Press. Sherman R W And Craig A B (2003) Understanding Virtual Reality, California: Elsevier Science. Sloan R J, Brown G, Wilson M And Bond E (2018) Designing Sugaropolis: Digital Games As A Medium For Conveying Transnational Narratives, In Proceedings Of British Digra: The Medium Is The Game 14-15 June, Stoke On Trent, UK. Stoermer E F, Crutzen P J And Stormer E F (2000) The Anthropocene, Global Change Newsletter, 41, 17-18. Sutton-Smith B (1999) Overview: Methods In Children's Folklore, In Children's Folklore A Source Book. B. Sutton-Smith, J. Mechling, T.W. Johnson And F.R. Mcmahon (eds) Pp. 63-75, Utah: Utah State University Press. Tanilli S (2006) Uygarlık Tarihi, (23. Baskı), İstanbul: Alkım Yayınevi. Turkle S (1996) Constructions And Reconstructions Of Self In Virtual Reality: Playing In The Muds, Mind, Culture, And Activity, 1 (3),158-167. Thalmann N M And Thalmann D (1994) Artificial Life And Virtual Reality, England: John Wiley And Sons. Wasson K (2011) Medical And Genetic Enhancements: Ethical Issues That Will Not Go Away, The American Journal Of Bioethics, 11(1), 21-22. Weberman D (2003) Matrix Simülasyonu ve Postmodern Çağ, Içinde Matrix Ve Felsefe, Murat Sağlam (çev), Ss. 262-277. İstanbul: Güncel Yayıncılık. Whitehead N L And Wesch M (eds), (2012) Human No More: Digital Subjectivities, Unhuman Subjects, And The End Of Anthropology, University Press Of Colorado. Yao R (2019) Social Gaming And The Future Of Vr, https://Medium.Com/Ipg-Media-Lab/Social-Gaming-And-The-Future-Of-Vr-38957e3bd54 , Erişim Tarihi: 13.02.2020 Zac De Filc S (2001) Challenges Of Psychoanalysis In The 21st Century, New York: Springer.

Facebook Horizon in The Context of Digital Reality and The Notion of Post-Human

Yıl 2020, Cilt: 13 Sayı: 2, 750 - 774, 01.07.2020

Öz

Digital technologies are one of the cornerstones in post-humanist approach, which suggests an ethical new world in which the human and non-human entities living in today's world. Virtual reality, which is the first notion that comes to mind in the context of digital technologies, also finds itself a place in such a current of thought. This philosophy, which believes that digital technologies are included and are autonomous, the practical applications of virtual reality are remarkable in this sense. The relationship between this philosophy, which thinks that digital technologies are autonomous, and the practical applications of virtual reality is striking in this sense. In this study, Facebook Horizon application, which is one of the virtual reality practices and expected to be released soon, is examined. In the study, the expressions included in the web site of the application are analysed descriptively and evaluated through the post-human philosophy and the reality contained in digital technologies. It is observed that Horizon, which is an environment where post-humanist ethics and virtual reality intersect, is far from the discourses that this ethics contains, however it could offer the experience which is ideal both for the user and the manufacturer as a virtual reality.

Kaynakça

  • Aronson-Rath R, Milward J, Owen T And Pitt F (2015) Virtual Reality Journalism, Tow Center For Digital Journalism, Https://Www.Gitbook.Com/Book/Towcenter/Virtual-Reality-Journalism/Details Erişim Tarihi: 13.02.2020. Baudrillard J (2005) Şeytana Satılan Ruh, Oğuz Adanır (çev), Ankara, Doğubatı Yayınları. Baudrillard J (2011) Simülakrlar Ve Simülasyon, Oğuz Adanır (çev), Ankara: Doğubatı Yayınları. Blascovich J And Bailenson J (2011) Infinite Reality, U.S.A: Harper Collins. Bolter J D (2016) Posthumanism, In The International Encyclopedia Of Communication Theory And Philosophy, Jensen K B And Craig R T (eds), Volume IV, Ss. 1-8. Bostrom N (2003) Human Genetic Enhancements: A Transhumanist Perspective, The Journal Of Value Inquiry, 37(4), 493-506. Bostrom N (2003) Are You Living In A Computer Simulatıon? Philosophical Quarterly, 53(211), 243‐255. Brightman J (2019) Report: Oculus Quest Has Sold 400,000 Units, Will ‘Leapfrog PC Headsets’, GamedailyBiz, https://Gamedaily.Biz/Article/1337/Report-Oculus-Quest-Has-Sold-400000-Units-Will-Leapfrog-Pc-Headsets-Superdata, Erişim Tarihi: 13.02.2020. Bruce D And Bruce A (2014) Engineering Genesis: Ethics Of Genetic Engineering In Non-Human Species, Routledge. Chalmers D J (2017) The Virtual And The Real, Disputatio, 9 (46), 309-352. Chandler D (2015) A World Without Causation: Big Data And The Coming Of Age Of Posthumanism, Millennium: Journal Of International Studies, 43(3) 833-851. Cevizci A (2012) Felsefe Tarihi, İstanbul: Say Yayınları. Cordeiro J (2016) Technological Evolution And Transhumanism, In Deploying Foresight For Policy And Strategy Makers, Science, Technology And Innovation Studies, Gokhberg L, Meissner D And Sokolov A (eds) Springer. Çelik E E (2019) Antroposen Ve Posthuman Insan Çağında Insan Sonrası Olmak, Cogito, Kış, 145-160. Deleuze G And Guattari F (1988) A Thousand Plateaus: Capitalism And Schizophrenia, Bloomsbury Publishing. Demir A (2018) Trans-Humanism In The Context Of Immorality And Artifical Intelligence, AJIT-E, 9(31), 95. Dixon J B And Cassidy E (2005) Virtual Futures: Cyberotics, Technology And Posthuman Pragmatism, Routledge. Dönmez S ve Erkılıç H (2019) 360 Derece Sanal Gerçeklik Uygulamalarını Sinema Kuramı Üzerinden Okumak Mümkün Mü?, Mersin Üniversitesi Sosyal Bilimler Enstitüsü E-Dergisi, 2, 40-56. Erkayhan Ş (2015) Yaratıcı Endüstriler ve Dijital Gelecek Stratejileri, E-Journal Of Intermedia, 2 (2), 411 – 423. Geraci R (2010) Apocalyptic AI, New York: Oxford University Press. Gökberk M (1993) Felsefe Tarihi, İstanbul, Remzi Kitabevi. Grimshaw M (2014) The Oxford Handbook Of Virtual Reality, New York: Oxford University Press. Gürbüz E (2013) Jeolojik İmzamız: Antroposen, Bilim Ve Teknik Dergisi, 32-35. Hamilton I (2019) OC6: Facebook Horizon’s Social Future Built Around Real Identity And Blocking People, https://Uploadvr.Com/Oc6-Facebook-Horizon-Hands-On/ , Erişim Tarihi: 13.02.2020 Hançerlioğlu O (1985) Felsefe Ansiklopedisi, (2. Cilt) İstanbul: Remzi Kitabevi. Hansell G R (2011) H+/-: Transhumanism And Its Critics, Philadelphia: Metanexus Institue. Haraway D (2006) Siborg Manifestosu, İstanbul: Agora. Hayles N K (2008) How We Became Posthuman: Virtual Bodies In Cybernetics, Literature, And Informatics, University Of Chicago Press. Heim M (1993) The Metaphysics Of Virtual Reality, New York: Oxford University Press. Hilav S (2011) Felsefe El Kitabı, Cogito: YKY. Huizinga J (2018) Homo Ludens: Oyunun Kültür Içindeki Yeri Üzerine Bir Inceleme, Orhan Düz (çev), İstanbul: Alfa Yayınları. Işıklı Ş Ve Küçükvardar M (2016) Bilişim Devrimi, Ankara: Birleşik Yayınevi. Jenkins H (2006), Convergence Culture: Where Old And New Media Collide, New York: New York University Press. Jerald J (2016) The VR Book: Human-Centered Design For Virtual Reality, U.S.A: Morgan And Claypool Publishers. Katz B F (2008) Neuroengineering The Future, Virtual Minds And The Creation Of Immortality, New Delhi: Infinity Science Press Lc. Keeling K (2005) Passing For Human: Bamboozled And Digital Humanism, Women And Performance: A Journal Of Feminist Theory, 15(1), 237-250. Lévy P (1998) Becoming Virtual Reality In The Digital Age, Robert Bononno (trans), U.S.A: Plenum Press. Lewis-Williams J D (2019) Mağaradaki Zihin, Tolga Esmer (çev), İstanbul: YKY. Lilley S (2012) Transhumanism And Society: The Social Debate Over Human Enhancement, Springer Science And Business Media. Machkovech S (2019) Facebook’s New VR Chat App Will Throw Paid Staffers At “On-Boarding” Trolls, https://Arstechnica.Com/Gaming/2019/09/Facebook-Reveals-Staffing-Plan-To-Be-Your-Vr-Chat-Concierge-Service/ Erişim Tarihi: 13.02.2020. Manovich L (2001) The Language Of New Media, England: The MIT Press Cambridge. Montalvan Castilla J E And Pursiainen C (2019) Cyberspace Effects On Civil Society, The Ultimate Game-Changer Or Not?, Journal Of Civil Society, 15(4), 392-411. Mossberger K, Tolbert C J And Mcneal R S (eds.) (2008) Digital Citizenship: The Internet, Society, And Participation, Cambridge: The MIT Press. Nagy P And Koles B (2014) The Digital Transformation Of Human Identity: Towards A Conceptual Model Of Virtual Identity In Virtual Worlds, Convergence, 20(3), 276-292. Norris P (2001) Digital Divide: Civic Engagement, Information Poverty, And The Internet Worldwide, Cambridge University Press. Persson I And Savulescu J (2010) Moral Transhumanism, The Journal Of Medicine And Philosophy: A Forum For Bioethics And Philosophy Of Medicine, 35(6), 656-669. Pimentel K And Teixeira K (1995) Virtual Reality Through The New Looking Glass, New York: Mcgraw-Hill, Inc. Politzer G (2003) Felsefenin Temel Ilkeleri, Muzaffer Erdost (çev), İstanbul, Eriş Yayınları. Randall J J H And Buchler J (2014) Felsefeye Giriş, Ahmet Arslan (çev), Ankara: Big Bang Yayınları. Ringrose J And Renold E (2016) Cows, Cabins And Tweets: Posthuman Intra-Active Affect And Feminist Fire In Secondary School, In Posthuman Research Practices In Education (Pp. 220-241), Palgrave Macmillan, London. Roberts J M, Arth M J And Bush R R (1959) Games In Culture, American Anthropologist, New Series, 61 (4), 597-605. Rose G (2017) Posthuman Agency In The Digitally Mediated City: Exteriorization, Individuation, Reinvention, Annals Of The American Association Of Geographers, 107(4), 779-793. Rosi B (2019) İnsan Sonrası Pek Insanca: Bir Posthümanistin Anıları ve Emelleri, Oktay Doğan (çev), Cogito, Kış, 53-97. Ryan M (1999) Immersion vs. Interactivity: Virtual Reality And Literary Theory, Substance, Vol. 28, No. 2, Issue 89: Special Section: Marcel Bénabou Pp. 110-137, The Johns Hopkins University Press. Sherman R W And Craig A B (2003) Understanding Virtual Reality, California: Elsevier Science. Sloan R J, Brown G, Wilson M And Bond E (2018) Designing Sugaropolis: Digital Games As A Medium For Conveying Transnational Narratives, In Proceedings Of British Digra: The Medium Is The Game 14-15 June, Stoke On Trent, UK. Stoermer E F, Crutzen P J And Stormer E F (2000) The Anthropocene, Global Change Newsletter, 41, 17-18. Sutton-Smith B (1999) Overview: Methods In Children's Folklore, In Children's Folklore A Source Book. B. Sutton-Smith, J. Mechling, T.W. Johnson And F.R. Mcmahon (eds) Pp. 63-75, Utah: Utah State University Press. Tanilli S (2006) Uygarlık Tarihi, (23. Baskı), İstanbul: Alkım Yayınevi. Turkle S (1996) Constructions And Reconstructions Of Self In Virtual Reality: Playing In The Muds, Mind, Culture, And Activity, 1 (3),158-167. Thalmann N M And Thalmann D (1994) Artificial Life And Virtual Reality, England: John Wiley And Sons. Wasson K (2011) Medical And Genetic Enhancements: Ethical Issues That Will Not Go Away, The American Journal Of Bioethics, 11(1), 21-22. Weberman D (2003) Matrix Simülasyonu ve Postmodern Çağ, Içinde Matrix Ve Felsefe, Murat Sağlam (çev), Ss. 262-277. İstanbul: Güncel Yayıncılık. Whitehead N L And Wesch M (eds), (2012) Human No More: Digital Subjectivities, Unhuman Subjects, And The End Of Anthropology, University Press Of Colorado. Yao R (2019) Social Gaming And The Future Of Vr, https://Medium.Com/Ipg-Media-Lab/Social-Gaming-And-The-Future-Of-Vr-38957e3bd54 , Erişim Tarihi: 13.02.2020 Zac De Filc S (2001) Challenges Of Psychoanalysis In The 21st Century, New York: Springer.
Toplam 1 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Araştırma Makaleleri
Yazarlar

Servet Can Dönmez 0000-0003-2590-3102

Selver Dikkol 0000-0002-1918-6795

Yayımlanma Tarihi 1 Temmuz 2020
Gönderilme Tarihi 4 Mart 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 13 Sayı: 2

Kaynak Göster

APA Dönmez, S. C., & Dikkol, S. (2020). Dijital Gerçeklik ve İnsan Sonrası Düşünce Bağlamında Facebook Horizon Uygulaması. Selçuk İletişim, 13(2), 750-774. https://doi.org/10.18094/josc.698433