Mimarlık Bölümü Koleksiyonu
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Book Review Deleuze and research methodologies(TAYLOR & FRANCIS LTD, 2015) Tan, PelinThe methodological crisis that resulted from conservative, closed-circle orthodoxy in the field of social sciences has led us to question our toolbox of empirical research methods over the last decade. Aside from the issue of conducting quantitative and qualitative research methodologies separately, and the problems of grounding theory in empirical practice, the discussion of embedded situational research methods has been much neglected in academia. Additionally, the multiplicity of new forms for contemporary knowledge production urges us to adapt our methods. Nowadays, the gap between theory and practice is frequently challenged from a Deleuzian perspective. Deleuzian research is often based on understanding the social subject as an affect and as an experience. Furthermore, from a Deleuzian perspective, in our complex societies ‘data’ is a rhizomatic assemblage that needs to be searched, evaluated, analysed and represented with complex tools or, indeed, with new research tools invented accordingly. Recently, visual tools and production methods such as moving image, video activism, mapping, visual networking, digital archiving and performative artistic research have been employed and applied often in transdisciplinary research based on a Deleuzian conceptualisation of knowledge production. This means visuality as both concept and a product is not only a representation of knowledge but also the machine that drives it.Article Citation - WoS: 25Citation - Scopus: 37Developing 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: 37Developing 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: 11Citation - 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, IzzettinPurpose 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.
