Work of Art in the Age of Metaverse: Exploring digital art through augmented reality

dc.contributor.author Guzden Varinlioglu
dc.contributor.author Kaya Oguz
dc.contributor.author Doruk Türkmen
dc.contributor.author Irem Ercan
dc.contributor.author Gozde Damla Turhan
dc.contributor.editor B. Pak , G. Wurzer , R. Stouffs
dc.date.accessioned 2025-10-06T17:50:08Z
dc.date.issued 2022
dc.description.abstract The creation of artworks in the metaverse as unique files that exist on a blockchain world of the non-fungible tokens (NFTs) have revitalized discussions over the uniqueness of a work of art. Similar to the art world market in Second Life this has presented a novel way to collect imported or natively digital art. This raises the following questions: What are the processes that artwork undergoes in the web 3.0 or metaverse? What constitutes the reproduction/recreation of a work of art? Which tools can be exploited to create more content for this universe? How does this new approach affect ownership scarcity and authenticity? Unlike art productions that find a place in museums or galleries Darağaç Art Collective independently uses the streets both as their location and as their canvas. This creates the need to store the artworks as fully as possible in any form available. With this aim a team of architects designers and software engineers designed implemented and tested a mobile application to represent and recreate the experience of the artworks in the digital environment. The artworks of independent artists were collected virtually and compiled in a relational database over the years and are displayed in their geographical coordinates and represented in the 3D world. After discussion on how to represent the artworks it was decided that some only exist in videos and photographs therefore we decided to use the archaeology of digital data and present them in 3D space to ensure their continued existence once they had been performed or exhibited. Illustrated by the case of our augmented application this paper discusses the reproduction of ownership and scarcity of artworks in terms of preserving a cultural heritage in the metaverse. © 2024 Elsevier B.V. All rights reserved.
dc.identifier.doi 10.52842/conf.ecaade.2022.2.447
dc.identifier.isbn 9789491207136, 9789491207105, 9789491207129, 9780954118396, 9789491207358, 9789491207051, 9780954118372, 9789491207235, 9789491207389, 9789491207228
dc.identifier.issn 26841843
dc.identifier.issn 2684-1843
dc.identifier.uri https://www.scopus.com/inward/record.uri?eid=2-s2.0-85139223575&doi=10.52842%2Fconf.ecaade.2022.2.447&partnerID=40&md5=01cf364b9de75e2c4702266edae9e946
dc.identifier.uri https://gcris.yasar.edu.tr/handle/123456789/8790
dc.language.iso English
dc.publisher Education and research in Computer Aided Architectural Design in Europe
dc.relation.ispartof 40th Conference on Education and Research in Computer Aided Architectural Design in Europe eCAADe 2022
dc.source Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe
dc.subject Artwork, Augmented Reality, Digital Heritage, Metaverse, Photogrammetric Modeling, Scarcity
dc.title Work of Art in the Age of Metaverse: Exploring digital art through augmented reality
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gdc.description.endpage 456
gdc.description.startpage 447
gdc.description.volume 2
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person.identifier.scopus-author-id Varinlioglu- Guzden (36919637100), Oguz- Kaya (54902980200), Türkmen- Doruk (56096294800), Ercan- Irem (57915251900), Turhan- Gozde Damla (57454102500)
project.funder.name organized and maintained by A. Kanal A. C. . . Çoban C. Aksoy C. Sonel F. Altan T. Akay and Z. Arslan. The project entitled Outdoor Augmented Reality for Alternative Art Spaces-BAP2019_08 is funded by IUE Scientific Research Commission under the directorship of G. . The AR models are processed by G. Kökcan and F. developed by T. application is coded by D. The advisors are B. Pasin E. Erten and Ö.
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