Mühendislik-Mimarlık Fakültesi
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Article Citation - WoS: 6Citation - Scopus: 6Can deep learning replace histopathological examinations in the differential diagnosis of cervical lymphadenopathy?(Springer, 2024) Can, Sermin; Türk, Ömer; Ayral, Muhammed; Kozan, Günay; Arı, Hamza; Akdağ, Mehmet; Yıldırım Baylan, Müzeyyen; Baylan, Muezeyyen YildirimIntroduction: We aimed to develop a diagnostic deep learning model using contrast-enhanced CT images and to investigate whether cervical lymphadenopathies can be diagnosed with these deep learning methods without radiologist interpretations and histopathological examinations. Material method: A total of 400 patients who underwent surgery for lymphadenopathy in the neck between 2010 and 2022 were retrospectively analyzed. They were examined in four groups of 100 patients: the granulomatous diseases group, the lymphoma group, the squamous cell tumor group, and the reactive hyperplasia group. The diagnoses of the patients were confirmed histopathologically. Two CT images from all the patients in each group were used in the study. The CT images were classified using ResNet50, NASNetMobile, and DenseNet121 architecture input. Results: The classification accuracies obtained with ResNet50, DenseNet121, and NASNetMobile were 92.5%, 90.62, and 87.5, respectively. Conclusion: Deep learning is a useful diagnostic tool in diagnosing cervical lymphadenopathy. In the near future, many diseases could be diagnosed with deep learning models without radiologist interpretations and invasive examinations such as histopathological examinations. However, further studies with much larger case series are needed to develop accurate deep-learning models.Book Part Citation - WoS: 2Citation - Scopus: 3Decolonizing Architectural Education: Towards an Affective Pedagogy(Routledge, 2017) Tan, Pelin; Petrescu, D; Trogal, KArticle Citation - WoS: 25Citation - Scopus: 39Developing an Integrated VR Infrastructure in Architectural Design Education(Frontiers in Robotics and AI, 2020) Aydin, Serdar; Aktaş, BegümWith 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: 25Citation - Scopus: 39Developing an Integrated VR Infrastructure in Architectural Design Education(Frontiers in Robotics and AI, 2020) Aydın, Serdar; Aktaş, BegümWith 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: 5Citation - Scopus: 7Diagnosis of schizophrenia based on transformation from EEG sub-bands to the image with deep learning architecture(Springer Science and Business Media Deutschland GmbH, 2023) Türk, Ömer; Aldemir, Erdoğan; Acar, Emrullah; Ertuğrul, Ömer Faruk; Tuerk, OemerElectroencephalogram is a low-cost, non-invasive, and high-entropy signal and thus has huge potential for clinical diagnosis of neurological diseases and brain–computer interface applications. Schizophrenia is one of the most severe diseases that show behavioral manifestations that are easily uncovered by specialists. In this context, the electroencephalogram analysis becomes more important for the automatic diagnosis of schizophrenia disease in the clinical process. In this study, a deep learning architecture, namely ResNet, aims to classify schizophrenia is proposed. The proposed system transforms wavelet sub-bands of the electroencephalogram into two-dimensional image space, which is considered the main unique contribution of the study. Thus, the disease indicators and features included in images could be figured out. Moreover, a discussion on the class activation maps was made to give a wide perspective on the features related to the disease. The proposed system was implemented on a large-scale electroencephalogram database containing records from unhealthy and healthy patients in various phases. The ResNet was implemented in three modes to give a thorough perspective in terms of the metrics of the diagnosis accuracy. The proposed system achieves 92.94% diagnosis accuracy rate, and the result shows that the proposed transformation-based solution is owing to the features related to schizophrenia diseaseConference Object Citation - Scopus: 7Experiencing Cultural Heritage Through Gamification: Mardin orphanage(Education and research in Computer Aided Architectural Design in Europe, 2023) Kalak, Doğan; Güleç Özer, Derya; Aydin, SerdarThis 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.Article Citation - Scopus: 2GLASS USE IN RE-USED HISTORICAL BUILDINGS: THE CASE STUDY OF TRABZON KIZLAR MONASTERY(International Journal of Conservation Science, 2022) Bekar, İrem; Kutlu, İzzettinRapidly developing technological data in the current age affects the field of building materials. Glass is a transparent and fragile building material that is often preferred with traditional materials in restorations. In this study, it is aimed to determine the architectural compatibility of the glass used in the restoration of historical buildings and to reveal the advantages and disadvantages. In this context, Kızlar Monastery, which is located Trabzon in Turkey, has been discussed. The study consists of three stages. In the first stage, the theoretical infrastructure for the subject was created through literature research. The data related to the study area were obtained in the second stage, and the current situation features were examined. In the third stage, glass usage areas were analyzed in the re-using process in Kızlar Monastery. In the findings of the study, it was seen that the interventions made for Kızlar Monastery to connect the past and the future of the building greatly contributed to the original value of the building. As a result, it has been determined that the interventions made by paying attention to the preservation of the original space flow of historical buildings contribute to the sustainability of the values of the buildingArticle Citation - WoS: 13Citation - Scopus: 11Importance performance analysis for sustainability of reused historical building: Mardin Sabanci City Museum and art gallery(Emerald Publishing, 2023) Bekar, İrem; Kutlu, İzzettin; Ergün, RuşenPurpose: This study aimed to design a user-participatory methodology to investigate the post-occupancy sustainability of reused historical buildings and to apply it to a case study. Design/methodology/approach: This study was designed in four stages. In the first stage, the sustainability parameters and sub-parameters were determined in the reused historical buildings based on the literature. The second stage included a field study in which the current situation of the study area was analysed, and the users were reached using the survey technique. In the third stage, the data obtained from the user participation were analysed with importance performance analysis (IPA) and an IPA matrix was created. The fourth stage included an evaluation of the results of the analysis and the development of recommendations. Findings: IPA is a supportive method for ensuring the sustainable use of historic buildings. According to the data obtained from the IPA, it was seen that the functional sustainability of the building was achieved to a great extent. At the same time, there were deficiencies in technical and environmental sustainability. In terms of aesthetic sustainability, it was observed that the importance and performance values given by the users were generally consistent with each other. Originality/value: The originality of this study is that the performance of the reused historical buildings in the process of use was monitored with appropriate parameters, and a user-participated method was proposed that allows improvement suggestions to be developed in line with the results obtained.Article Post-Occupancy Evaluation: an Expert-User Model Proposal Based on Key Sustainability Indicators(Emerald Group Publishing Ltd, 2025) Bekar, Irem; Erguen, Rusen; Kutlu, Izzettin; Ergün, RuşenPurpose The user-oriented reusing of historical heritages is a powerful planning strategy to increase sustainability and provide socioeconomic benefits for cities. The study aims to determine the post-occupancy sustainability of reused historical buildings.Design/methodology/approach A holistic model was designed by considering expert and user opinions to select the post-occupancy sustainability of reused historical buildings. The proposed model was developed concerning key sustainability indicators (KSI). This proposed model, which integrates expert and user views, is examined in an educational building with significant cultural value in Mardin.Findings The results of the KSI model indicate that the functional, technical and environmental sustainability of the building are at a medium level, while the aesthetic sustainability is rated as good. An analysis of the differences between importance and performance shows that the largest gap is in functional sustainability, with the smallest gap in technical sustainability. The environmental and aesthetic sustainability indicators show a smaller performance gap than the other two. The results suggest that functional sustainability requires immediate intervention, technical features should be improved based on user needs and aesthetic and environmental sustainability require monitoring but no urgent action.Originality/value The originality of the research is that it proposes a model that combines expert opinion and the opinions of building users to monitor the sustainability of the reused buildings throughout the usage process and enables them to be monitored with key sustainability criteria and to develop improvement suggestions in line with the results obtained.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.

