Derleme
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Metaverse Evreninde Sporun Bugünü ve Geleceğine Yönelik Bir Derleme

Yıl 2021, , 163 - 174, 31.12.2021
https://doi.org/10.30769/usbd.1027728

Öz

Sanal ve ikiz dünyalarda etkileşim ve alternatif bir dünya yaratma fikrinin kavramsal açıdan tezahürü olan Metaverse, gelişen teknolojinin desteğiyle günümüzde adına sıkça rastladığımız bir fenomen haline gelmiştir. İnternet ötesine dair bir fikir olan bu kavram, insanlara zaman, mekan, yer kısıtları nedeniyle gerçekleştiremediği deneyimlerden, sınırsız bir gerçekliğe kadar uçsuz bir ortamı vaad etmektedir. Birçok alanda sanal gerçeklik ve Metaverse kavramının ilişkisine dair akademik makalelere, ticari faaliyetlere rastladığımız bugünlerde, spor gibi güçlü rekabet özellikleri olan devasa bir endüstrinin bu gelişmelerden uzakta kalamayacağı da aşikardır. Bu çalışma genel olarak Metaverse kavramına, kavramın spor olgusuyla ilişkisine ve geleceğine dair çıkarımlara odaklanmayı amaçlamaktadır.

Kaynakça

  • Akiyama, H., Tanaka, Y., Saito, R., & Aramaki, S. (2020, December). An Experience System of Soccer Referee Using Immersive Virtual Reality. In 2020 Joint 11th International Conference on Soft Computing and Intelligent Systems and 21st International Symposium on Advanced Intelligent Systems (SCIS-ISIS) (pp. 1-4). IEEE.
  • Arıcı, V. A. (2013). Fen eğitiminde sanal gerçeklik programları üzerine bir çalışma:" Güneş sistemi ve ötesi: Uzay bilmecesi" ünitesi örneği. Adnan Menderes Üniversitesi Sosyal Bilimler Enstitüsü
  • Banos, R. M., Escobar, P., Cebolla, A., Guixeres, J., Alvarez Pitti, J., Lisón, J. F., & Botella, C. (2016). Using virtual reality to distract overweight children from bodily sensations during exercise. Cyberpsychology, Behavior, and Social Networking, 19(2), 115–119.
  • Bec, A., Moyle, B., Schaffer, V., & Timms, K. (2021). Virtual reality and mixed reality for second chance tourism. Tourism Management, 83, 104256.
  • Borges, M., Symington, A., Coltin, B., Smith, T., & Ventura, R. (2018). HTC vive: Analysis and accuracy improvement. 2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), 2610–2615. IEEE.
  • Cannavò, A., & Lamberti, F. (2021). How Blockchain, Virtual Reality, and Augmented Reality are Converging, and Why. IEEE Consumer Electronics Magazine, 10(5), 6–13. https://doi.org/10.1109/MCE.2020.3025753
  • Cannavo, A., Musto, M., Prattico, F. G., Raho, F., & Lamberti, F. (2018). A participative system for tactics analysis in sport training based on immersive virtual reality. In Proceeding of the 4th workshop on Everyday Virtual Reality (WEVR 2018)–25th IEEE conference on Virtual Reality and 3D User Interfaces (pp. 1-4).
  • Carter, M., & Egliston, B. (2021). What are the risks of Virtual Reality data? Learning Analytics, Algorithmic Bias and a Fantasy of Perfect Data. New Media & Society. https://doi.org/10.1177/14614448211012794.
  • Cochran, S. M., Aiken, C. A., Rhea, C. K., & Raisbeck, L. D. (2021). Effects of an external focus of attention and target occlusion on performance in virtual reality. Human Movement Science, 76, 102753. https://doi.org/10.1016/j.humov.2021.102753
  • Craig, A. B., Sherman, W. R., & Will, J. D. (2009). Chapter 6- Education Applications. In A. B. Craig, W. R. Sherman, & J. D. Will (Eds.), Developing Virtual Reality Applications (pp. 189–237). Morgan Kaufmann. https://doi.org/10.1016/B978-0-12-374943-7.00006-9
  • Dempsey, P. (2016). The teardown: HTC Vive VR headset. Engineering & Technology, 11(7–8), 80–81.
  • Dionisio III, J. D. N. (n.d.). WGB and Gilbert, R. 2013. 3D Virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys, 45, 1–38. https://doi.org/10.1145/2480741.2480751
  • Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in Education. Myth or Reality? International Journal of Emerging Technologies in Learning (iJET), 14(3), 234-242. https://doi.org/10.3991/ijet.v14i03.9289
  • Emmelkamp, P. M., & Meyerbröker, K. (2021). Virtual reality therapy in mental health. Annual Review of Clinical Psychology, 17, 495-519. https://doi.org/10.1146/annurev-clinpsy-081219-115923
  • Findikli, S., & Saygin, E. P. (2021). Müsteri Vatandaslik Baglaminda Taraftar Tokenlari. Third Sector Social Economic Review, 56(1), 57–71.
  • González-Zamar, M.-D., & Abad-Segura, E. (2020). Implications of virtual reality in arts education: Research analysis in the context of higher education. Education Sciences, 10(9), 225. https://doi.org/10.3390/educsci10090225
  • Grix, J., Brannagan, P. M., Grimes, H., & Neville, R. (2021). The impact of Covid-19 on sport. International Journal of Sport Policy and Politics, 13(1), 1–12.
  • Gürbüz, E. (2021). 12-13 yaş çocuk futbolcularda sanal gerçeklik antrenmanının kafa vuruşu becerisine etkisi. Yüksek Lisans Tezi, Manisa Celal Bayar Üniversitesi, Sağlık Bilimleri Enstitüsü.
  • Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1), 1-32. https://doi.org/10.1007/s40692-020-00169-2
  • Harris, D. J., Buckingham, G., Wilson, M. R., Brookes, J., Mushtaq, F., Mon-Williams, M., & Vine, S. J. (2021). Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator. Virtual Reality, 25(3), 647–654.
  • Hoffmann, C. P., Filippeschi, A., Ruffaldi, E., & Bardy, B. G. (2014). Energy management using virtual reality improves 2000-m rowing performance. Journal of Sports Sciences, 32(6), 501–509.
  • Jeon, H. J., Youn, H. C., Ko, S. M., & Kim, T. H. (2021). Blockchain and AI Meet in the Metaverse. In Blockchain Potential in AI. IntechOpen.
  • Kalkan, N. (2020). Virtual reality and instructional design: Virtual reality assisted instructional design model in skill learning. Akademisyen Kitabevi.
  • Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of Virtual Reality in education. Themes in Science and Technology Education, 10(2), 85-119.
  • Kiong, L. V. (2021). DeFi, NFT and GameFi Made Easy: A Beginner's Guide to Understanding and Investing in DeFi, NFT and GameFi Projects. Liew Voon Kiong.
  • Kittel, A., Larkin, P., Elsworthy, N., & Spittle, M. (2021). Transfer of 360° virtual reality and match broadcast video-based tests to on-field decision-making. Science and Medicine in Football, 5(1), 79–86.
  • Le Noury, P., Buszard, T., Reid, M., & Farrow, D. (2021). Examining the representativeness of a virtual reality environment for simulation of tennis performance. Journal of Sports Sciences, 39(4), 412-420.
  • Lee, H. T., & Kim, Y. S. (2018). The effect of sports VR training for improving human body composition. EURASIP Journal on Image and Video Processing, 2018(1), 1-5.
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
  • Li, Y., Kim, K., & Ding, Y. (2021). Research on Optimization of Blockchain Network and Data Communication in the Ecological Structure of Sports Industry. Wireless Communications and Mobile Computing, 2021, 3523681. https://doi.org/10.1155/2021/3523681
  • Ma, M., & Zheng, H. (2011). Virtual reality and serious games in healthcare. In Advanced computational intelligence paradigms in healthcare 6. Virtual reality in psychotherapy, rehabilitation, and assessment (pp. 169-192). Springer, Berlin, Heidelberg.
  • Muñoz-Saavedra, L., Miró-Amarante, L., & Domínguez-Morales, M. (2020). Augmented and virtual reality evolution and future tendency. Applied sciences, 10(1), 322. https://doi.org/10.3390/app10010322
  • Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1), e1752. https://doi.org/10.1002/cav.1752
  • Sivunen, A., & Nordbäck, E. (2015). Social presence as a multi-dimensional group construct in 3D virtual environments. Journal of Computer-Mediated Communication, 20(1), 19–36.
  • Smith, M. J., Ginger, E. J., Wright, K., Wright, M. A., Taylor, J. L., Humm, L. B., Olsen, D. E., Bell, M. D., & Fleming, M. F. (2014). Virtual reality job interview training in adults with autism spectrum disorder. Journal of Autism and Developmental Disorders, 44(10), 2450–2463.
  • Sparkes, M. (2021). 3D-printed steel bridge takes the load in Amsterdam. New Scientist, 251(3344), 18. https://doi.org/10.1016/s0262-4079(21)01450-0
  • Stephenson, N. (1992). Snow Crash, Bantam. New York.
  • Topuz, Y. (2018). Anatomi eğitiminde sanal gerçeklik ve üç boyutlu masaüstü materyallerin akademik başarı ve bilişsel yük açısından karşılaştırılması. Marmara Üniversitesi Eğitim Bilimleri Enstitüsü, İstanbul.
  • Wang, Q., Li, R., Wang, Q., & Chen, S. (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. arXiv preprint arXiv:2105.07447.
  • Webel, S., Bockholt, U., Engelke, T., Gavish, N., Olbrich, M., & Preusche, C. (2013). An augmented reality training platform for assembly and maintenance skills. Robotics and Autonomous Systems, 61(4), 398–403.
  • Wijkmark, C., Heldal, I., & Metallinou, M. (2021). Experiencing Immersive VR Simulation for Firefighter Skills Training. In 18th ISCRAM Conference 913-921. Blacksburg: WiP Paper.
  • Wood, G., Wright, D. J., Harris, D., Pal, A., Franklin, Z. C., & Vine, S. J. (2021). Testing the construct validity of a soccer-specific virtual reality simulator using novice, academy, and professional soccer players. Virtual Reality, 25(1), 43-51.
  • Zuckerberg, M., & Heath, A. (2021). Mark Zuckerberg on why Facebook is rebranding to Meta. The Verge.

A Compilation of the Present and Future of Sports in the Metaverse Universe

Yıl 2021, , 163 - 174, 31.12.2021
https://doi.org/10.30769/usbd.1027728

Öz

Metaverse, which is the conceptual manifestation of the idea of interaction and creating an alternative world in virtual and twin worlds, has become a phenomenon that we frequently encounter today with the support of developing technology. The notion which reaches beyond the internet, promises an unlimited area to an endless reality that people could not accomplish their experiences due to time, place and environment limitations.Also, it is certain that, a huge industry which has strong competitive features like sports can not stay distant from these developments especially the days we come across with academic articles and commercial activities on the relationship between the concept of Metaverse and virtual reality in many fields. This study aims to focus on the current relationship and future of the concept of Metaverse with sports.

Kaynakça

  • Akiyama, H., Tanaka, Y., Saito, R., & Aramaki, S. (2020, December). An Experience System of Soccer Referee Using Immersive Virtual Reality. In 2020 Joint 11th International Conference on Soft Computing and Intelligent Systems and 21st International Symposium on Advanced Intelligent Systems (SCIS-ISIS) (pp. 1-4). IEEE.
  • Arıcı, V. A. (2013). Fen eğitiminde sanal gerçeklik programları üzerine bir çalışma:" Güneş sistemi ve ötesi: Uzay bilmecesi" ünitesi örneği. Adnan Menderes Üniversitesi Sosyal Bilimler Enstitüsü
  • Banos, R. M., Escobar, P., Cebolla, A., Guixeres, J., Alvarez Pitti, J., Lisón, J. F., & Botella, C. (2016). Using virtual reality to distract overweight children from bodily sensations during exercise. Cyberpsychology, Behavior, and Social Networking, 19(2), 115–119.
  • Bec, A., Moyle, B., Schaffer, V., & Timms, K. (2021). Virtual reality and mixed reality for second chance tourism. Tourism Management, 83, 104256.
  • Borges, M., Symington, A., Coltin, B., Smith, T., & Ventura, R. (2018). HTC vive: Analysis and accuracy improvement. 2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), 2610–2615. IEEE.
  • Cannavò, A., & Lamberti, F. (2021). How Blockchain, Virtual Reality, and Augmented Reality are Converging, and Why. IEEE Consumer Electronics Magazine, 10(5), 6–13. https://doi.org/10.1109/MCE.2020.3025753
  • Cannavo, A., Musto, M., Prattico, F. G., Raho, F., & Lamberti, F. (2018). A participative system for tactics analysis in sport training based on immersive virtual reality. In Proceeding of the 4th workshop on Everyday Virtual Reality (WEVR 2018)–25th IEEE conference on Virtual Reality and 3D User Interfaces (pp. 1-4).
  • Carter, M., & Egliston, B. (2021). What are the risks of Virtual Reality data? Learning Analytics, Algorithmic Bias and a Fantasy of Perfect Data. New Media & Society. https://doi.org/10.1177/14614448211012794.
  • Cochran, S. M., Aiken, C. A., Rhea, C. K., & Raisbeck, L. D. (2021). Effects of an external focus of attention and target occlusion on performance in virtual reality. Human Movement Science, 76, 102753. https://doi.org/10.1016/j.humov.2021.102753
  • Craig, A. B., Sherman, W. R., & Will, J. D. (2009). Chapter 6- Education Applications. In A. B. Craig, W. R. Sherman, & J. D. Will (Eds.), Developing Virtual Reality Applications (pp. 189–237). Morgan Kaufmann. https://doi.org/10.1016/B978-0-12-374943-7.00006-9
  • Dempsey, P. (2016). The teardown: HTC Vive VR headset. Engineering & Technology, 11(7–8), 80–81.
  • Dionisio III, J. D. N. (n.d.). WGB and Gilbert, R. 2013. 3D Virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys, 45, 1–38. https://doi.org/10.1145/2480741.2480751
  • Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in Education. Myth or Reality? International Journal of Emerging Technologies in Learning (iJET), 14(3), 234-242. https://doi.org/10.3991/ijet.v14i03.9289
  • Emmelkamp, P. M., & Meyerbröker, K. (2021). Virtual reality therapy in mental health. Annual Review of Clinical Psychology, 17, 495-519. https://doi.org/10.1146/annurev-clinpsy-081219-115923
  • Findikli, S., & Saygin, E. P. (2021). Müsteri Vatandaslik Baglaminda Taraftar Tokenlari. Third Sector Social Economic Review, 56(1), 57–71.
  • González-Zamar, M.-D., & Abad-Segura, E. (2020). Implications of virtual reality in arts education: Research analysis in the context of higher education. Education Sciences, 10(9), 225. https://doi.org/10.3390/educsci10090225
  • Grix, J., Brannagan, P. M., Grimes, H., & Neville, R. (2021). The impact of Covid-19 on sport. International Journal of Sport Policy and Politics, 13(1), 1–12.
  • Gürbüz, E. (2021). 12-13 yaş çocuk futbolcularda sanal gerçeklik antrenmanının kafa vuruşu becerisine etkisi. Yüksek Lisans Tezi, Manisa Celal Bayar Üniversitesi, Sağlık Bilimleri Enstitüsü.
  • Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1), 1-32. https://doi.org/10.1007/s40692-020-00169-2
  • Harris, D. J., Buckingham, G., Wilson, M. R., Brookes, J., Mushtaq, F., Mon-Williams, M., & Vine, S. J. (2021). Exploring sensorimotor performance and user experience within a virtual reality golf putting simulator. Virtual Reality, 25(3), 647–654.
  • Hoffmann, C. P., Filippeschi, A., Ruffaldi, E., & Bardy, B. G. (2014). Energy management using virtual reality improves 2000-m rowing performance. Journal of Sports Sciences, 32(6), 501–509.
  • Jeon, H. J., Youn, H. C., Ko, S. M., & Kim, T. H. (2021). Blockchain and AI Meet in the Metaverse. In Blockchain Potential in AI. IntechOpen.
  • Kalkan, N. (2020). Virtual reality and instructional design: Virtual reality assisted instructional design model in skill learning. Akademisyen Kitabevi.
  • Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of Virtual Reality in education. Themes in Science and Technology Education, 10(2), 85-119.
  • Kiong, L. V. (2021). DeFi, NFT and GameFi Made Easy: A Beginner's Guide to Understanding and Investing in DeFi, NFT and GameFi Projects. Liew Voon Kiong.
  • Kittel, A., Larkin, P., Elsworthy, N., & Spittle, M. (2021). Transfer of 360° virtual reality and match broadcast video-based tests to on-field decision-making. Science and Medicine in Football, 5(1), 79–86.
  • Le Noury, P., Buszard, T., Reid, M., & Farrow, D. (2021). Examining the representativeness of a virtual reality environment for simulation of tennis performance. Journal of Sports Sciences, 39(4), 412-420.
  • Lee, H. T., & Kim, Y. S. (2018). The effect of sports VR training for improving human body composition. EURASIP Journal on Image and Video Processing, 2018(1), 1-5.
  • Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
  • Li, Y., Kim, K., & Ding, Y. (2021). Research on Optimization of Blockchain Network and Data Communication in the Ecological Structure of Sports Industry. Wireless Communications and Mobile Computing, 2021, 3523681. https://doi.org/10.1155/2021/3523681
  • Ma, M., & Zheng, H. (2011). Virtual reality and serious games in healthcare. In Advanced computational intelligence paradigms in healthcare 6. Virtual reality in psychotherapy, rehabilitation, and assessment (pp. 169-192). Springer, Berlin, Heidelberg.
  • Muñoz-Saavedra, L., Miró-Amarante, L., & Domínguez-Morales, M. (2020). Augmented and virtual reality evolution and future tendency. Applied sciences, 10(1), 322. https://doi.org/10.3390/app10010322
  • Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1), e1752. https://doi.org/10.1002/cav.1752
  • Sivunen, A., & Nordbäck, E. (2015). Social presence as a multi-dimensional group construct in 3D virtual environments. Journal of Computer-Mediated Communication, 20(1), 19–36.
  • Smith, M. J., Ginger, E. J., Wright, K., Wright, M. A., Taylor, J. L., Humm, L. B., Olsen, D. E., Bell, M. D., & Fleming, M. F. (2014). Virtual reality job interview training in adults with autism spectrum disorder. Journal of Autism and Developmental Disorders, 44(10), 2450–2463.
  • Sparkes, M. (2021). 3D-printed steel bridge takes the load in Amsterdam. New Scientist, 251(3344), 18. https://doi.org/10.1016/s0262-4079(21)01450-0
  • Stephenson, N. (1992). Snow Crash, Bantam. New York.
  • Topuz, Y. (2018). Anatomi eğitiminde sanal gerçeklik ve üç boyutlu masaüstü materyallerin akademik başarı ve bilişsel yük açısından karşılaştırılması. Marmara Üniversitesi Eğitim Bilimleri Enstitüsü, İstanbul.
  • Wang, Q., Li, R., Wang, Q., & Chen, S. (2021). Non-fungible token (NFT): Overview, evaluation, opportunities and challenges. arXiv preprint arXiv:2105.07447.
  • Webel, S., Bockholt, U., Engelke, T., Gavish, N., Olbrich, M., & Preusche, C. (2013). An augmented reality training platform for assembly and maintenance skills. Robotics and Autonomous Systems, 61(4), 398–403.
  • Wijkmark, C., Heldal, I., & Metallinou, M. (2021). Experiencing Immersive VR Simulation for Firefighter Skills Training. In 18th ISCRAM Conference 913-921. Blacksburg: WiP Paper.
  • Wood, G., Wright, D. J., Harris, D., Pal, A., Franklin, Z. C., & Vine, S. J. (2021). Testing the construct validity of a soccer-specific virtual reality simulator using novice, academy, and professional soccer players. Virtual Reality, 25(1), 43-51.
  • Zuckerberg, M., & Heath, A. (2021). Mark Zuckerberg on why Facebook is rebranding to Meta. The Verge.
Toplam 43 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor Hekimliği
Bölüm Derleme
Yazarlar

Naci Kalkan 0000-0003-0529-5947

Yayımlanma Tarihi 31 Aralık 2021
Gönderilme Tarihi 23 Kasım 2021
Yayımlandığı Sayı Yıl 2021

Kaynak Göster

APA Kalkan, N. (2021). Metaverse Evreninde Sporun Bugünü ve Geleceğine Yönelik Bir Derleme. Ulusal Spor Bilimleri Dergisi, 5(2), 163-174. https://doi.org/10.30769/usbd.1027728

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