LEE- Bilim, Teknoloji ve Toplum-Yüksek Lisans
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Yazar "Şahindokuyucu, Ege" ile LEE- Bilim, Teknoloji ve Toplum-Yüksek Lisans'a göz atma
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ÖgeInvestigating virtual representations in virtual reality social networks(Graduate School, 2025-01-21) Şahindokuyucu, Ege ; Tırpan Baltalı, Sevil Hatice ; 422211015 ; Science, Technology & SocietyAs advancements in computing technologies reaching unprecedented levels, possibilities beyond traditional displays also increase in both numbers and practicability. Virtual Reality (VR), as a technology, is initially introduced as a computerized simulation field but with exponential advancements, it has become a potential living space as the word "reality" in it has been realized as a feasible construct. Within its virtual borders, social involvements in VR could be experienced through virtual reality social networks (VRSNs), merging the term social network with VR. Social networking in VR, over the past years, has become more than an achievable reality and turned into an exceptionally promoted entertainment opportunity. In the examination of such social networks in a virtually constructed new reality, how individuals would want to represent themselves in these networks is chosen as the main subject of research in this thesis. While researching virtual representations of individuals, Actor-Network Theory, a prominent Science and Technology Studies methodology, is employed in this thesis to highlight the construction of a hybrid relation between the virtual representation of the individual and the individual's own identity. In addition, the technological blackbox surrounding the virtual representation is evaluated and analyzed through Actor-Network Theory. VRSN applications of VRChat and Horizon Worlds are included in this thesis as practical examples of VRSNs in order to serve as empirical foundations on reviewing how virtual representations of individuals are currently managed in VRSN platforms. Being one of the complementary research topics, freedom on presenting its (individual) virtual representation is reviewed through these VRSN platforms. Including a brief ethical analysis in its organization, this thesis also draws attention to various issues which may adversely affect the individual considering the fact that its virtual presence could be exposed and may not be protected in these virtual platforms. In its analyses, this thesis argues that virtual representations of individuals in VRSNs form an associative correlation with the individual. Rather than simply being virtual artefacts for presenting the individual into the virtual space, virtual representations contain the physical reality-bound properties of the individual. Moreover, virtual representations take upon the role of presence, being present, of the individual in the VR space. This connection between the virtual representation and the individual ultimately establishes a hybrid who constructs its own identity within the realm it dwells in, the VR. Labeling this hybrid as "user" in the analysis chapters, a contrast between the individual and this virtually constructed hybrid, user, is pointed out. Accordingly, a liberal stance on the freedom on presenting the virtual representation is suggested for developers and providers of VRSNs. As the virtual representation of the individual stands for its presence and identity in the VR, any interest in freely demonstrating its virtual representation accounts for being able to exist based on individual desires. Thus, the notion of virtual representation is argued as the initial actor which puts all the other actors and actants into the flow of the related actor network as its presence defines every single action in the space of VRSN which comes after it. Lastly, in its ethical analysis, this thesis puts emphasis on how the virtual spaces of VRSNs should safeguard individual virtual representations for they contain unprecedented sensitive information about the individual. Stressing the relative simplicity of exploiting these entities, obtaining data from them, an inevitable, potentially detrimental reliance on the VR hardware is expounded on as well. Although, in the analysis of this thesis, the virtual representation is considered as the initial actor in every actor network emerging in the VRSN, the VR headsets and/or devices influence the individual prior to forming of any network between the virtual representation and the individual. Therefore, it is argued that even though the virtual representations of individuals materialize as the predominant, foundational actor within each and every actor network in the VRSN, the physical hardware should be thought as the veritable source of this great actor.