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Erdogan's Metaverse - Digital World Prison in Turkey (Part 3)

This is part 3 of my writings from Diaspora where I thought I was posting… (diaspora.mifritscher.de/stream) . Again,most of the content is in English but there are Turkish parts too. Try to use your browser’s translation function.

Mert Öztürk - 7.1.2024 from Metaverse - Digital Prison that looks like Karsiyaka - Izmir where I used to live (but actually I don’t know where I am right now)

Bu gün benim içinde bulunduğum “metaverse / simüle edilmiş dünya hapishanesi” hakkında internette değişik kaynaklara ulaşmaya çalışırken İngiltere’de bu alanda neler yapılmış acaba diye bakayım istedim. Daha çok içine giremedim İngiltere’de yürütülen çalışmaların ama İngilizlerin Chatham House adında dünya çapında önemli sayılan birkaç think- tank (düşünce ve araştırma kurumu) arasında yer alan bir merkezi vardır. Orası geldi aklıma. Tabi, büyük ihtimal benim dijital hapishanenin düşman gardiyanı super hızlı super akıllı yapay zeka içeriği değiştirmiştir sayfaların. Fakat yine de “metaverse” kelimesi ile ilgili bir paper buldum Chatham House sayfalarında, bence başlangıç için gayet güzel ve makalenin içeriğini Türkiye’deki konuyla ilgili – ilgisiz herkesin okuması için burada paylaşıyorum. Bazı yerleri bold / koyu yazılmış yapmaya çalışacağım özellikle dikkatinizi oraya çekmek için. (Bu arada umarım Chatham House makaleyi izinsiz burada – Diaspora’da kullandığım / yayınladığım için entelektüel fikri hakları (intellectual copyrights) ihlal ettim diye bana dava filan açmaz… ) Makale doğal olarak İngilizce, tarayıcınızın çeviri – tercüme fonksiyonunu kullanabilirsiniz. Veya Google Translate, deepl.com gibi online çeviri siteleri aracılığı ile çevirin ve dikkatlice okuyun. Benim bildiğim, bu “sanal dijital dünya - metaverse (evrenötesi)” konusunda Türkiye’de bürokrasinin, karar vericilerin, gazetecilerin / köşe yazarlarının / yorumcuların, konudan haberi olmayan askeriyenin – güvenlik bürokrasisinin alt kademelerinin ve en önemlisi sıradan yurttaşların -toplumun dikkatini bu konuya çekmeye, insanları manipüle edip kontrol etmeye yönelik kullanımına mutlaka yüksek sesle karşı çıkmaya çalışan benden başka kimse olmadı şimdiye kadar. Çok tehlikeli bir gidişat var, gördüğümüzü gören – duyduğumuzu duyan, aklımızdan geçen düşünceleri sözlü ve görsel olarak görüntüleyebilen, insanları – hayvanları her şeyi dijital olarak klonlayabilen yani dijital kopyasını üretebilen bir teknoloji var şu anda kullanımda olan…ve artık, headset (başlık) veya özel gözlüklere de ihtiyaç yok, çıplak gözle ve bütün duyularınızla algıladıgınız bir teknoloji . ben bizzat burda tecrübe ediyorum bunu… ve artık herkesin araştırıp, kendince katkıda bulunmasına ihtiyaç var. Bu teknoloji, sadece yönetenlerin insiyatifine bırakılamaz. Çok az kişi Türiye’de varlığından haberdardı, şimdi haberdar olunmaya, kapalı devre de olsa başlandı. Ama şimdi herkesin metaverse- simüle edilmiş dünya ve sanal dijital gerçeklik- artırılmış gerçeklik – karma gerçeklik (mixed reality) – dijital ikiz - dijital insan klonlama gibi alanlarda MUTLAKA daha çok bilgi sahibi olması ve tartışması gerekiyor. 2024 yılı hepimize bu alanda çalışacağımız, bu korkunç tehlikeyi beraber bertaraf edeceğimiz bir yılı getirsin.

Mert Öztürk - 2.01.2024 İzmir – Karşıyaka görünümlü metaverse hapishanesi

Chatham House Sitesinden - www.chathamhouse.org

What is the metaverse?

Explaining what is meant by the metaverse, how the metaverse will be accessed, and why it requires ambitious, agile regulation. EXPLAINER 25 APRIL 2022 7 MINUTE READ AUTHORS Harriet Moynihan, Associate Fellow, International Law Programme Marjorie Buchser, Executive Director, Digital Society Initiative Jon Wallace, Deputy Head of News and Comment, Communications and Publishing

What is the metaverse?

The metaverse is a vision of how the next generation of the internet will operate. A metaverse will be an improved digital environment where it is possible to move seamlessly between work, play, shopping, socializing and creativity in one digital landscape. What form that landscape will take is a subject of debate. Firms such as Meta (Facebook) are investing heavily in an immersive experience, where users with wearable hardware discard reality for a purely virtual world, interacting via avatars – the basis for the ‘Oasis’ depicted in Ernest Cline’s novel, Ready Player One. The metaverse could fundamentally change not only how humans interact with technology but also how they interact with each other and the world around them.Others see the metaverse as more like an integration of the physical environment with the digital, where the real world is overlaid with digital surfaces and objects. This augmented reality approach builds on experiences like the highly successful Pokemon Go phone game, which allows players to seek and discover digital creatures in real world locations. At the moment the metaverse is mainly a commercial enterprise. The building blocks are being rapidly developed by big corporates including gaming and technology companies. Firms like Facebook, Apple, Google and Microsoft are in direct competition, drawing on their enormous technological resources to design their own metaverse offerings. This situation has serious implications for society. Just as the internet transformed the world in unexpected ways, the next iteration of our digital world will have an impact far beyond delivering more exciting entertainment and efficient commerce. The metaverse could fundamentally change not only how humans interact with technology but also how they interact with each other and the world around them. It also raises questions about the effect on national and individual identities in a society where people spend increasing amounts of time in a parallel world. How does the metaverse work? The way the metaverse will work is still being defined. But it will probably provide users with a single avatar or digital identity, which grants them access to an integrated digital ecosystem. The ecosystem would potentially have its own currency, property and possessions. This could be a digitally altered form of reality, a virtual world built from scratch, or some combination of the two. Within this metaverse, users may ultimately be able to perform all the online tasks that are currently spread across separate digital properties like websites and apps, ideally without the need for the many passwords and user accounts that characterize current digital experiences. Chinese apps (or ‘super-apps’) such as WeChat already have significant interoperability, integrating a discussion platform, payments and a social credit system.While the building blocks exist, they are not yet connected into a true metaverse.Meanwhile the gaming community may argue a game such as Fortnite qualifies as a kind of prototype metaverse. The game boasts 350 million registered users globally (a population equal to the US) and includes in-game currency that can be earned and traded. While the building blocks exist, they are not yet connected into a true metaverse. Our assumptions are based on existing knowledge and behaviour. Many predictions may come true, but other possible paths will fail or simply not be taken up by developers and users as technology grows and people adapt to and help shape its possibilities. How do you access the metaverse? It is not yet possible to access a complete metaverse. But how we access the metaverse in the future will be a crucial influence on its development. Will it become an open access tool of opportunity or a closed access, more commercial enterprise? Currently users access the digital world via screens, whether mobile or desktop devices. A metaverse will be accessed via easily portable and immersive hardware like headsets, gloves, watches and contact lenses. These will allow users to view, hear and touch a digital landscape directly, as opposed to via a projection on a screen.It will be increasingly easy for sophisticated algorithms to collect far more complex, dynamic data on users.This hardware will, however, also allow the metaverse more direct access to its users. It will be increasingly easy for sophisticated algorithms to collect far more complex, dynamic data on users. This would include heart rate, pupil dilation, gestures and gaze direction. ** Therefore, while users will be granted greater access to a digital world through a metaverse, providers of goods and services will have an even more intrusive insight into their users’ beliefs, fears and desires.** Existing information such as likes, clicks and shares are already used by platform providers to shape our experience online, sell us goods and services and share information about us with other companies. The temptation to put users under even more constant and detailed surveillance will be hard to resist in a metaverse founded on profit-driven motives . Who owns the metaverse? As no fully fledged metaverse currently exists, it is not possible to say that there are any ‘owners’ as such. However, major technology companies are positioning themselves to serve as portals (or gateways) to the metaverse. Each seeks to offer the preeminent, if not the only, point of entry. Meta has invested $10 billion in its metaverse work already, after purchasing virtual reality firm Oculus Vision Tech in 2014. It and other major companies such as Walmart and Nike are busy filing trademark protection and copyright on virtual versions of their products in preparation for the metaverse. $10bn is Meta’s investment in metaverse technologies as of 2022. It is likely these big companies will try to achieve dominance in the metaverse and guard their intellectual property. But their unchallenged monopoly would create serious problems.Users of the metaverse would find themselves in environments entirely defined by big tech and other large corporates, with interactions taking place on their terms. **Metaverses set up by authoritarian regimes may subject users to a different form of control, by deciding what they may say, see or access. ** There is also a threat of extreme concentration of wealth, as digital gatekeepers in the technology industry use their insider knowledge to establish an unfair ‘first mover’ advantage in the metaverse economy. If the process of shaping the metaverse is outsourced to commercial interests, it risks prioritizing profit and consumer experience at the expense of activities that greater benefit society. To be equitable and stand a chance of making a positive contribution to human lives, the metaverse must be free and available to all. It must also be designed by a diversity of actors and regulated at its inception so that individual rights are safeguarded. Regulation of the metaverse Regulation of the metaverse presents a real challenge – not least because it is not yet clear exactly what form the metaverse will take. But governments, the private sector, international organizations, and civil society need to anticipate rapid technological advances. These sectors should work together to provide a regulatory structure built on an informed, international, democratic consensus as opposed to corporate priorities alone.Regulation needs to consider a range of human rights and legal issues, from the level of monitoring, data collection and oblique advertising permitted, to the protection of vulnerable people including children. There are also more technical issues such as contractual terms, intellectual property, content licensing and ownership and trading of digital assets. Digital regulation must become more agile and predictive in order to prevent the metaverse magnifying existing internet dangers or creating new ones.

It requires governments to take a more directive approach than was adopted for the early stages of the internet and social media. The model should give users more control and move away from surveillance capitalism, which for too long has left companies largely self-regulating under their own ethical guidelines.** At the same time, regulation by governments needs to be proportionate and respect international human rights law, including freedom of expression. National regulators should also be independent of government to protect against abuse of power.** One problem is that the technology companies are far ahead of policymakers in their knowledge of both the technology underpinning the metaverse and its implications, commercial and otherwise. ** This knowledge imbalance** contributed to the mistakes and gaps of the last twenty-five years. During this time, governments legislated retroactively as problems emerged, failing to anticipate emerging issues. Regulators need better understanding of the technology basics, so that they are not operating in the dark. Policymakers need more proactive relationships with big technology firms and other businesses, to better understand big tech’s ambitions, the potential risks to society and where regulation will be needed.Most of all digital regulation must become more agile and predictive in order to prevent the metaverse magnifying existing internet dangers or creating new ones. The world needs to get better at creating laws that factor in rapid technological changes. Governments may choose to adapt existing legislation or create new laws. For example, the UK’s culture secretary has stated that metaverse activities will fall within the scope of its Online Safety Bill. But the metaverse will likely be transnational for citizens in most countries. International cooperation and coordination on standards are therefore crucial, as well as on issues such as competition and taxation.

Liberal democracies have an opportunity to be at the forefront of responsible metaverse regulation. This should involve working with technology giants to embed concepts like safety by design and privacy by design in their proposals for the metaverse. Governments should also hold companies accountable for their responsibilities under international human rights law – including under the UN Guiding Principles on Business and Human Rights. Other measures should include due diligence. Tech companies developing metaverse architecture should identify potential harms at the design stage. They should also be responsible for mitigating those harms as far as possible. Companies should also be transparent about their metaverse activities (including data collection, transfer and use of algorithms) and be accountable when harmful events happen. Such measures should be guided by developing regulation by the EU and UK including the EU’s draft Digital Services Act, the EU’s draft AI Regulation and the EU’s draft Directive on Corporate Sustainability Due Diligence. Done properly, these measures could serve as an international baseline for democratic countries to follow.

How will the metaverse change the world? Like the internet, the metaverse could deliver enormous benefits in some areas. But it could also dramatically amplify existing societal problems. Internet surveillance by governments and corporations already infringes on civil liberties, human agency and privacy. Social media feeds polarization by spreading disinformation and sheltering users from alternate views. Under the surveillance capitalism model, platforms pass user data to other companies so that they can specifically target those users, whether with products or ideas. Often users are unaware that their data is being gathered or sold on, or that they are being targeted with particular products or news as a result. This online manipulation interferes with our freedom of thought and encourages polarization of views, echo chambers, and greater distrust in sources of information. The metaverse could intensify these issues and create entirely new ones. But there may also be benefits we do not yet fully appreciate. What are the benefits of the metaverse? The metaverse could bring new advances in all areas of society, beyond gaming to healthcare, education, commerce and creative industries. For example, much like the internet, the metaverse offers the chance to facilitate the sharing of knowledge. Algorithms could be designed to learn from children’s behaviour, discovering how to create more effective learning spaces and teaching styles, both online and in reality. Children could also learn in a more interactive, less passive way. The metaverse will also create exciting new possibilities for leisure and creative expression, allowing users to shape their own unique worlds, or to redesign the real one, decorating it with digital art and populating it with digital creatures. Are there any issues with the metaverse? Probably the greatest issue with the metaverse is that its development is being entirely led by commercial interests. There is very little public debate about how our future digital environment should look, who should design it, what its purpose should be and what standards should govern its operation. In addition to the human rights risks flagged earlier, there will be other potential risks to society arising from a metaverse.The metaverse threatens to increase digital exclusion, if people around the world have unequal access to the technologies essential to metaverse participation. There is very little public debate about how our future digital environment should look, who should design it, what its purpose should be and what standards should govern its operation. The act of existing within the metaverse could itself likely become highly addictive, which might aggravate rather than alleviate mental health problems. It may be hard for some to maintain a happy life in the real world, beyond the comforts of a metaverse tailored existence. Another risk is that this kind of intense, automated catering to user preference could drag users deeper into negative behaviours, from conspiracy theories and radical politics to trolling and gambling. More than ever, users could withdraw into isolated communities of interest, particularly if we end up with a ‘splinternet’, whereby separate metaverses develop and are controlled along national lines. In this fragmented landscape, cultural outlooks could become increasingly tribal, with users sealed off from reality, and more hostile to contrary opinions. The best ally the world has in preparing for the metaverse may be our current internet. Policymakers have learned important lessons from the emergence of technology giants, inadequate regulation of social media, and the corrosive effect online behaviour has had on democracy and public debate. There is now a greater awareness of the problems created by big technology companies becoming too powerful, as with the backlashes against big oil, big pharmacology and big tobacco. There is also an increased general understanding of the tremendous damage done to society by an unwillingness to constrain malicious online activity. Metaverse technology may well remain opaque to some of today’s political leaders for some time to come. But one thing should be clear: like climate change and pandemic prevention, a lack of international preparedness and cooperation by governments is the greatest obstacle to meeting this imminent global challenge.

I think I am the only one who reads these fake and personalized AI-generated Yahoo pages and stories here in this Turkish-American joint metaverse prison. Nevertheless, I want to keep a record of it for the future. It’s good that my struggle is recognized and serves as an example for others in this country and around the world who want to break their silence against this unbearable darkness.

Mert Ozturk - 04.01.2024 Digital - Virtual Metaverse Prison (I don’t know where…) Drugs, Abuse, Imprisonment: A Secret ‘Love Is Blind’ Legal Battle Spills Out Into Public View (EXCLUSIVE

Daha önce ABD’de televizyon kullanımının 1940-50’lerde yaygınlaşmaya başladığını, ama nedense Türkiye’ye 30 yıl sonra 1970’lerin başında geldiğini bulmuş ve buradan paylaşmıştım. Bu tuhaf ve açıklaması kolay olmayan teknolojik gelişimdeki 30 yıllık zaman farkının diğer alanlarda da aynı olup olmadığına dair biraz araştırmaya devam ettim bu son birkaç günde. Sanal gerçeklik, artırılmış gerçeklik, karma gerçeklik (mixed reality), dijital insan klonloma ve simüle edilmiş dünya - metaverse konularındaki çalışmaların ne zaman başladığıyla ilgili bazı kısa bilgiler de şu şekilde. (Daha önce büyük bölümünü yine burada, Diaspora’da sadece benim içinde tutulduğum metaverse hapishanesinin gardiyanlarının ve baş ajan Erdogan’ın kendisi gibi bi boka yaramaz alt seviyeli Türk ajanlarının okuması için yayınlamıştım. Burada biraz daha derli toplu ve küçük bazı eklemeler ile yeniden yayınlıyorum.

Özetle ilk insanların duyularıyla da algılayabildiği VR çalşmaları bundan 60 yıl kadar önce 1950-1960’larda zaten başlamış. 1970’lerin başında, elli yıl önce ben daha yeni doğmuşken, Amerika’da video oyunları çoktan başlamış. 70’lerde Atari şirketinin VR çalışmaları hızla deva etmiş. Yine 70 ve 80lerde doğrudan göze yansıtılan (yani beni anladığım benim burada tecrübe ettiğim gibi gözlük veya başlık gerektirmeyen) sanal retinal gösterimli VR ortaya çıkmış….Bu dönem aynı zamanda fotoğraf gerçekliğinde (foto-realistik) 3 boyutlu (3D) bilgisayar uygulamalarının da yaygınlaştığı dönem.

Kısaca benim çıkardığım sonuç şudur: Yaklaşık 40 yıl önce zaten çok gelişmiş sanal gerçeklik- metaverse uygulamaları varmış! Buradan şuna varıyorum: Sizin içinde yaşadığınız, benim bu Türk – Amerikan ortak yapımı- ve yönetimindeki metaverse hapishanesine atılmadan önce sizinle beraber yaşadığım dünya – evren de aslında bir dijital ortam. Oranın tanrısı da benim burada varlığını gördüğüm – tecrübe ettiğim super intelligent yapay zeka bilgisayardan çok daha gelişmiş olan bir super intelligent bilgisayar sistemi olmalı, çünkü arada 40 yıllık bir fark var, bu sürede çok daha yüksek kapasiteli ve yetenekli bilgisayar geliştirmişlerdir. Belki de ülkeleri veya ,insan gruplarını farklı “gerçeklik” hikayeleriyle – tarihiyle – ekonomisiyle – coğrafyasıyla – dilleriyle – kültürleriyle ördükleri farklı dijital dünyalar - sanal gerçeklik dünyası - metaverseler içinde yaşatıyorlar. Ve herkesin gördüğü, duyduğu, hissettiği, düşündüğü herşeye erişimleri var, görüyorlar - duyuyorlar ve kaydediyorlar bu programı yürütenler… Daha önce birkaç kez söylemiştim, yine tekrar edeyim. Bu durumda bize öğretilen tarih dahil her şeyin bir kurmaca, bir super intelligent bilgisayar üretimi olduğu sonucu çıkıyor. Ama bizim dünya-evrenimiz diye bildiğimiz dijital - metaverse’in dışında kim var acaba, yani bizim dijital dünya -evrenimizin yaratıcısı yapay zekayı yöneten kim? Ve oradan çıkış var mı?

Teknoloji gelişimindeki kronolojik tuhaflık ile vardığım yer ilginç oldu gerçekten. Bu konuda bir yazı daha yazmayı planlıyorum kısa bir iki gün içinde.

Mert Öztürk – 4.01.2024 Karşıyaka - İzmir görünümlü Türklerin – Amerikalıların beraber yönettiği dijital – sanal dünya – metaverse hapishanesinden

EVOLUTION OF VIRTUAL REALITY - METAVERSE TEHNOLOGIES 1800s - 1930s 1838 Charles Wheatstone invents the stereoscope, creating the illusion of 3D depth by presenting slightly different images to each eye. This early VR concept laid the groundwork for future technologies. “The Invention of the Stereoscope and the Rise of Binocular Vision” by Barbara Stafford, “Charles Wheatstone: Life, Work, and Legacy” by Robert John Beall. 1920s - 1930s: Rise of science fiction literature fuels public imagination around immersive experiences. “The Dream of the Machine: Artificial Intelligence and the Rise of the Computer” by J. David Bolter, “Future Perfect: The Promise and Perils of Utopia” by Kim Stanley Robinson. 1950s Morton Heilig invented the Sensorama, considered the first VR machine. It combined visuals, smell, wind, and vibration to create a multi-sensory experience. Morton Heilig and the Sensorama: “Sensorama: A Fifty-Year Retrospective” by Mark S. Fisher, “Morton Heilig: Father of Virtual Reality” by Michael Noll. Companies Working on VR Technologies in 1950s: Sensorama Syndicate: Formed by Morton Heilig, this company aimed to commercialize his multi-sensory VR machine, the Sensorama. Philco-Ford Corporation: As mentioned earlier, they partnered with MIT on VR flight simulators for the military. General Electric (GE): Their Electronics Laboratory conducted research on early immersive displays and simulations. 1960s: 1962 Ivan Sutherland creates the first Head Mounted Display (HMD) at MIT.Ivan. “A Head-Mounted Display with Eyetracker for Computer Graphic Simulation” by Ivan E. Sutherland, “The Computer Revolution in Education” by Arthur D. Little, Inc. 1968 The first interactive virtual world, “Aspen,” is developed by University of Utah.Aspen, the First Interactive Virtual World: “The University of Utah’s Computer Science Department: 1960-1980” by James W. Thatcher, “The Art of Interactive Design: A User-Centered Approach” by John M. Carroll. Companies Working on VR Technologies in 1960s: Cubic Corporation: This company developed flight simulators and other training systems incorporating early VR elements. Evans & Sutherland Computer Division: They produced advanced visual simulation systems for various industries, paving the way for future VR technologies. Companies Working on VR Technologies in 1970s: Atari produces the first commercial VR arcade game, 2700 (unreleased). Atari’s 2700 and Early VR Games: “Atari: A History in Video Games” by Leonard Herman, “The History of Video Games: From Pong to Pokémon and Beyond” by Patrick O’Brian. Atari: While primarily known for arcade games, Atari’s research division, led by Nolan Bushnell, experimented with VR experiences throughout the 1970s. They even produced the unreleased 2700, a commercial VR arcade game. Computer Graphics Laboratories (CGL): Founded by Tom Furness, CGL developed specialized VR and AR systems for military and medical applications. Furness later went on to develop the Virtual Retinal Display. A virtual retinal display (VRD), also known as a retinal scan display (RSD) or retinal projector (RP), is a display technology that draws a raster display (like a television) directly onto the retina of the eye. Boeing: This aerospace giant conducted research on VR flight simulators and other immersive training solutions throughout the 1970s. Arcade video games were first introduced in the early 1970s, with Pong as the first commercially successful game. 80s 1985: VPL Research (founded 1984 by Jaron Lanier) becomes the first company to sell VR goggles and gloves, coining the term “virtual reality.” VPL Research and Commercial VR: “Virtual Reality: Theory, Practice and Future” by Robert E. Horn, “The Future of Human-Computer Interaction” by Judith S. Olson and Gary M. Olson. 1987: Thomas Furness develops the Virtual Retinal Display, improving VR visual clarity.Thomas Furness and the Virtual Retinal Display: “Virtual Retinal Display: A New Technology for High-Resolution Visual Simulation” by Thomas A. Furness, “The Optics of Human Vision” by David H. Hubel and Tori L. Wiesel. (bu VRD teknolojisinin 70’lerde ortaya çıktıgına dair yukarda başka bir bilgi de var… çok önemli değil aslında ama siz bir araştırın isterseniz,) 1989: Another source mentioning the existence of VR Technologies back then. HYPER VISION www.wired.com/2016/04/magic-leap-vr/ Take a look at the following examples from the article : “I first put my head into virtual reality in 1989. Before even the web existed………. …………The following year I organized the first public hands-on exhibit (called Cyberthon), which premiered two dozen experimental VR systems from the US military, universities, and Silicon Valley. For 24 hours in 1990, anyone who bought a ticket could try virtual reality. The quality of the VR experience at that time was primitive but still pretty good. All the key elements were there: head-mounted display, glove tracking, multiperson social immersion.” 90s 1992: Steve Mann pioneers the concept of Augmented Reality (AR) with the “Wearable Augmented Reality Computer.” Steve Mann and Wearable AR: “Telepresence: Putting the World in Your Pocket” by Steve Mann, “Augmented Reality: From Concept to Reality” by William W. Barfield. 1995 Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino. Augmented reality: a class of displays on the reality-virtuality continuum. In Hari Das, editor, Telemanipulator and Telepresence Technologies, volume 2351, pages 282 – 292. International Society for Optics and Photonics, SPIE, 1995.

Bu da bilgisayar animasyonları ile ilgili kısa bir bilgi notu, ilgili olduğu için buraya almak istedim. Aşağıda wikipedia sayfasına bakın mutlaka derim (unutmayın, biz Türkiye’ye internetin 1993’te geldiğini biliyoruz, bilgisayarlar da 1980’ler civarında olmalı).

The history of computer animation began as early as the 1940s and 1950s, when people began to experiment with computer graphics – most notably by John Whitney. It was only by the early 1960s when digital computers had become widely established, that new avenues for innovative computer graphics blossomed. Initially, uses were mainly for scientific, engineering and other research purposes, but artistic experimentation began to make its appearance by the mid-1960s – most notably by Dr. Thomas Calvert.

By the mid-1970s, many such efforts were beginning to enter into public media. Much computer graphics at this time involved 2-D imagery, though increasingly as computer power improved, efforts to achieve 3-D realism became the emphasis. By the late 1980s, photo-realistic 3-D was beginning to appear in film movies, and by mid-1990s had developed to the point where 3-D animation could be used for entire feature film production. Source : en.wikipedia.org/…/History_of_computer_animation , bu kaynağa iyice bir bakmanızı rica edeceğim.

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