Publication:
Surreal Virtual Spaces Created in Cinema with Metaverse. Avatar: The Way of Water

dc.authorscopusid56660581600
dc.authorscopusid58313285100
dc.authorwosidBolat, Nursel/Agj-7681-2022
dc.contributor.authorBolat, Nursel
dc.contributor.authorSirer, Esennur
dc.date.accessioned2025-12-11T00:37:02Z
dc.date.issued2023
dc.departmentOndokuz Mayıs Üniversitesien_US
dc.department-temp[Bolat, Nursel] Ondokuz Mayis Univ, Samsun, Turkiye; [Sirer, Esennur] Uskudar Univ Uskudar, Istanbul, Turkiyeen_US
dc.description.abstractThe metaverse was first expressed in Neal Stephenson's science fantasy novel "Snowcrash" as the idea of a three-dimensional virtual world, in which both visual and social content are designed by the inhabitants themselves. Metaverse, which means the other universe, is presented as a three-dimensional graphic virtual world in the computer environment in Stephenson's novel. Cinema has started to use this technology in the design of spaces by quickly integrating with the metaverse technology. In this context, the surreal understanding of art, which manifests itself in the art of painting, has also taken its place in the space designs in the cinema with the technological developments in the film industry. In this study, the definition of intersemiotics is used to express the transactions such as space and theme between paintings and films in the art universe. The concept of intertextu-ality, which indicates the exchange between at least two literary texts, expresses the transactions of an art discipline with other art disciplines in the recent period, with the adaptation of the concept of intertextuality to other art branches. When the concept is adapted to cinema, the comparative processes of cinema with other art disciplines are evaluated in the context of intersemiotics. In this context, the re-creation of the fictional space of the thought created by virtual reality together with the surreal movement in the cinema is evaluated through the film "Avatar: The Way of Water".en_US
dc.description.woscitationindexEmerging Sources Citation Index
dc.identifier.doi10.46539/gmd.v5i4.413
dc.identifier.endpage281en_US
dc.identifier.issn2658-7734
dc.identifier.issue4en_US
dc.identifier.scopus2-s2.0-85185142142
dc.identifier.scopusqualityQ4
dc.identifier.startpage259en_US
dc.identifier.urihttps://doi.org/10.46539/gmd.v5i4.413
dc.identifier.urihttps://hdl.handle.net/20.500.12712/37917
dc.identifier.volume5en_US
dc.identifier.wosWOS:001126358100001
dc.language.isoenen_US
dc.publisherLtd Co Scientific Industrial Enterprise Genesis Frontier Scienceen_US
dc.relation.ispartofGalactica Media-Journal of Media Studies - Galaktika Media-Zhurnal Media Issledovanijen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectMetaverseen_US
dc.subjectSurreal Arten_US
dc.subjectCinemaen_US
dc.subjectVirtual Filmen_US
dc.subjectVirtual Spaceen_US
dc.subjectFictionen_US
dc.subjectAvatar the Way of Wateren_US
dc.subjectIntersemioticsen_US
dc.subjectPaintingen_US
dc.titleSurreal Virtual Spaces Created in Cinema with Metaverse. Avatar: The Way of Wateren_US
dc.typeArticleen_US
dspace.entity.typePublication

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