Mühendislik-Mimarlık Fakültesi
Permanent URI for this communityhttps://hdl.handle.net/20.500.12514/16
Browse
Browsing Mühendislik-Mimarlık Fakültesi by Author "Aydın, Serdar"
Now showing 1 - 3 of 3
- Results Per Page
- Sort Options
Article Akıllı Şehirlerde Markalaşma Stratejisi Olarak Akıllı Sağlık: Şehir Hastaneleri(Türkiye Sağlıklı Kentler Birliği, 2022) Aydın, Serdar; Şimşek, Deryanur; Kutlu, İzzettin; 08.02. Department of Architecture / Mimarlık Bölümü; 08. Faculty of Engineering and Architecture / Mühendislik Mimarlık Fakültesi; 01. Mardin Artuklu University / Mardin Artuklu ÜniversitesiTeknoloji odaklı küreselleşme ve kentleşme süreçleri dünya üzerinde hızla artarak yayılmaktadır. Görünen o ki, teknolojik küreselleşme sürecini geriden takip eden kentleri, büyük sıkıntılar beklemektedir.Article Citation - WoS: 25Citation - Scopus: 37Developing an Integrated VR Infrastructure in Architectural Design Education(Frontiers in Robotics and AI, 2020) Aydın, Serdar; Aktaş, Begüm; 08.02. Department of Architecture / Mimarlık Bölümü; 08. Faculty of Engineering and Architecture / Mühendislik Mimarlık Fakültesi; 01. Mardin Artuklu University / Mardin Artuklu ÜniversitesiWith 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: 1Towards a Digital Practice of Historical Stone Carvings(Ecaade-education & Research Computer Aided Architectural design Europe, 2022) Hamzaoglu, Begum; Aydın, Serdar; Ozkar, Mine; Aydin, Serdar; 08.02. Department of Architecture / Mimarlık Bölümü; 08. Faculty of Engineering and Architecture / Mühendislik Mimarlık Fakültesi; 01. Mardin Artuklu University / Mardin Artuklu ÜniversitesiLocal 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.
