Mühendislik-Mimarlık Fakültesi
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Article Akıllı Şehirlerde Markalaşma Stratejisi Olarak Akıllı Sağlık: Şehir Hastaneleri(Türkiye Sağlıklı Kentler Birliği, 2022) Aydın, Serdar; Şimşek, Deryanur; Kutlu, İzzettin; Department of Architecture / Mimarlık BölümüTeknoloji odaklı küreselleşme ve kentleşme süreçleri dünya üzerinde hızla artarak yayılmaktadır. Görünen o ki, teknolojik küreselleşme sürecini geriden takip eden kentleri, büyük sıkıntılar beklemektedir.Editorial Çağdaş Kentlerin Kurumsuzlaştırılması ya da Yeniden Kurumsallaştırılması(İdealkent Yayınları, 2023) Kutlu, İzzettin; Çölgeçen, Ahmet Ertan; Şimşek, Deryanur; Kutlu, İzzettin; Kırmızı, Meriç; Aydın, Serdar; Department of Architecture / Mimarlık BölümüÇağdaş kentlerdeki kurumlar hızla değişip, yeni gereksinimlere yanıt ararken, ya ortadan kaldırılıyorlar ya da yeniden biçimlendiriliyorlar. Kimi eleştirel kent kuramcıları kent yaşamının aşırı derecede kurumsallaştığını ve buna bağlı olarak, bürokratikleştiğini ileri sürerler ki bu da onlara göre, esnekliğin ve kentin gereksinimlerine duyarlılığın yitirilmesine yol açar. Ancak bu çalışma çağdaş kentlerdeki kurumsuzlaştırmanın yalnızca, aşırı bürokratikleşmeye bir tepki olmadığını ortaya koymaktadır. Tersine, kurumsuzlaştırma toplumsal yaşamın pek çok yönünde yaygın bir bozulma olarak kendini gösterir ve politika, yönetim, ekonomi, araştırma ve bilgi üretimi, kültür, gündelik yaşam ve etik gibi kentsel topluma ilişkin birçok alanı etkiler. Bu bağlamda, bu ortak çalışmada kent toplumu için güvenilir ve düzgün işleyen kurumların varlığı ve kalıcılığının önemi vurgulanmaktadır. Çağdaş kentlerdeki kurumsuzlaştırmayı anlamak amacıyla derlenen bu kitapta konu geniş bir çerçevede ele alınmaktadır. Bunun için, eser Türkiye’deki ve dünyanın başka kentlerindeki kurumsuzlaştırma ve yeniden kurumsallaştırma dinamiklerini inceleyen çeşitli kuramsal ve deneysel katkıları bir araya getirmektedir. Bu sayede kentsel yapısal değişiklikleri ve bunda çeşitli aktörlerin oynadığı rolleri aydınlatmayı hedeflemektedir. Kentlerde kurumsuzlaştırma karmaşık bir dizi biçimde ortaya çıkabilmektedir. Bu biçimler arasında örneğin, insanların ve kurumların kentte yer değiştirdikleri banliyöleşme, üretimden tüketime geçiş, tarihsel kurum ve mekânların yok edilmesi, kamu arsalarının özelleştirilmesi, küresel kentler karşısında başka kentlerin göz ardı edilmesi ve kentlerin kaynakları ve mekânları üzerindeki ayrı yönetim düzeyleri arasındaki güç çatışmaları yer almaktadır. Bu biçimler, aynı zamanda, kentsel çalışmalarda ağırlıklı olarak, mekânsal değişim çevresinde dönen bir çözümleme çerçevesiyle ele alınsa da, kentlerin dayandığı kurumlarla olan etkileşimlerinin daha çok araştırılması gerekliliğine, bu kitapta dikkat çekilmektedir. Çalışmanın çok yönlü yaklaşımı hem kentlerin yaşayanları hem de politikacıları ve araştırmacıları için, kent ve kurum ilişkisini anlamaya yönelik bilimsel ipuçları barındırmaktadır.Article Citation - WoS: 19Citation - Scopus: 30Developing an Integrated VR Infrastructure in Architectural Design Education(Frontiers in Robotics and AI, 2020) Aydın, Serdar; Aktaş, Begüm; Department of Architecture / Mimarlık BölümüWith the advent of computer technology, Virtual Reality (VR) became an integral part of design studios in architecture education. Researchers have been exploring how VR-enhanced design studios can be assessed from a student-centered perspective. This paper illustrates the role of teaching architectural design for developing a novel and contextual curriculum based on an analysis of student feedback. The background focuses on the development of VR-based architectural design education. The methodology frames two digital design ecosystems which are experimented in four undergraduate courses. With an ecosystem-based approach discussed in this paper, a medium-oriented and a content-oriented curriculum are offered for testing students’ reaction to teaching design in VR. In both ecosystems, students are engaged with advanced digital design methods and techniques, which include 3D form-finding, building information modeling, visual programming, coding, and real-time rendering. The study screens the usage of software solutions for the creation of complex virtual environments, covering Blender, Rhinoceros, Unity, Grasshopper, and Revit. The implementation of a User Experience Questionnaire (UEQ) comparatively demonstrates the performative qualities of both digital design ecosystems. Results indicate that the intensity of interaction varied in two incomparable, but connate, levels of qualities. The findings suggest that the perspicuity aspects of student interaction bare the risk of “complicated” and “confusing” software. The results further demonstrate a conflict between task-related qualities and non-task related qualities. Additionally, interacting with VR tools in architecture design education is found attractive, stimulating, and original despite low scores on the pragmatic qualities of perspicuity, efficiency, and dependability. The data and results obtained from this study give insight into the planning of design studios in architecture education based on the use of VR and digital methods. Therefore, this study contributes to future research in the contextualization of the design teaching efforts.Article Citation - WoS: 19Citation - Scopus: 30Developing an Integrated VR Infrastructure in Architectural Design Education(Frontiers in Robotics and AI, 2020) Aydın, Serdar; Aktaş, Begüm; Department of Architecture / Mimarlık BölümüWith the advent of computer technology, Virtual Reality (VR) became an integral part of design studios in architecture education. Researchers have been exploring how VR-enhanced design studios can be assessed from a student-centered perspective. This paper illustrates the role of teaching architectural design for developing a novel and contextual curriculum based on an analysis of student feedback. The background focuses on the development of VR-based architectural design education. The methodology frames two digital design ecosystems which are experimented in four undergraduate courses. With an ecosystem-based approach discussed in this paper, a medium-oriented and a content-oriented curriculum are offered for testing students' reaction to teaching design in VR. In both ecosystems, students are engaged with advanced digital design methods and techniques, which include 3D form-finding, building information modeling, visual programming, coding, and real-time rendering. The study screens the usage of software solutions for the creation of complex virtual environments, covering Blender, Rhinoceros, Unity, Grasshopper, and Revit. The implementation of a User Experience Questionnaire (UEQ) comparatively demonstrates the performative qualities of both digital design ecosystems. Results indicate that the intensity of interaction varied in two incomparable, but connate, levels of qualities. The findings suggest that the perspicuity aspects of student interaction bare the risk of “complicated” and “confusing” software. The results further demonstrate a conflict between task-related qualities and non-task related qualities. Additionally, interacting with VR tools in architecture design education is found attractive, stimulating, and original despite low scores on the pragmatic qualities of perspicuity, efficiency, and dependability. The data and results obtained from this study give insight into the planning of design studios in architecture education based on the use of VR and digital methods. Therefore, this study contributes to future research in the contextualization of the design teaching efforts.Conference Object Citation - Scopus: 5Experiencing Cultural Heritage Through Gamification: Mardin orphanage(Education and research in Computer Aided Architectural Design in Europe, 2023) Aydın, Serdar; Güleç Özer, Derya; Aydin, Serdar; Department of Architecture / Mimarlık BölümüThis paper presents early-stage research about the role of gamification in experiencing cultural heritage strongly within the sociological context, specifically focusing on the transformation of the old orphanage located in the historical city center of Mardin. The study acknowledges the significance of the old orphanage as an architectural heritage exemplar, built of natural Mardin stone, situated within a unique historical and archaeological urban environment. However, it recognizes the challenges of preserving the building's heritage value, which necessitate surpassing the superficial restoration methods applied to adapt it into a hotel. The primary motivation of this research is to develop a method for creating a navigable and interactive virtual replica of the orphanage, centering on the processes and outcomes of transferring its heritage value. To achieve this, the paper initially outlines the documentation and analysis procedures employed, utilizing photogrammetry to capture the past and current states of the orphanage. Subsequently, participants engage with a gamified and realistic digital replica of the orphanage, involving task-based interactions and scenario-based experiences. The paper concludes by presenting preliminary results concerning participant reactions to the initial virtual model, delivered through a VR device. By raising awareness about the significance of restoring and preserving historical heritage, this study aims to positively impact the domains of tourism, education, and conservation. Furthermore, it intends to shed light on future research opportunities in the field of digital cultural heritage.Conference Object Citation - WoS: 0Citation - Scopus: 1Towards a Digital Practice of Historical Stone Carvings(Ecaade-education & Research Computer Aided Architectural design Europe, 2022) Aydın, Serdar; Ozkar, Mine; Aydin, Serdar; Department of Architecture / Mimarlık BölümüLocal traditional crafts in various parts of the world are being transformed by digitalization in tandem with broader social and economic changes. Mardin, a historical and cultural hub in southeast Anatolia, presents an exemplary case with its stone architecture. Whereas the number of skilled craftsmen is diminishing, digital fabrication ateliers are increasingly in demand in the city and rising in number. Training programs have already started integrating CNC milling-based techniques. However, despite the growing interest in adapting computational processes, how the craft knowledge is documented and conveyed to multiple actors for maintaining and even increasing the quality of workmanship is yet to be explored. We present a novel way to document carving procedures and to create an inventory of the 3D motifs using cross-sections as complements to front views. The research engages end-user participants of different backgrounds, such as stone cutting technologies and architecture, with little or no practical knowledge of digital manufacturing. The work focuses on a selection of motifs from the Syriac stone carving heritage in Mardin, the documentation of which is very limited. The proposed workflow begins with recording the surface depth and the variations in the cross-section using digital scans. In the second stage, we consider the potential subtractive transformations that result in the final form and reconstruct them as milling operations with a parametric and procedural modeling approach. Various milling processes are derived by relating the shapes to the available cutting tools and materials. The study contributes to creating the inventory of an engraving culture that has lasted for hundreds of years while developing a generally applicable and transferable knowledge base to increase its sharing and dissemination in the age of digitally supported production.