Mimarlık Bölümü Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12514/101
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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 Importance performance analysis for sustainability of reused historical building: Mardin Sabanci City Museum and art gallery(2024) Kutlu, İzzettin; Bekar, İrem; 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.