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Yayın A case study on online design workshop experience: gamification and space(Orhan HACIHASANOĞLU, 2022-10) Karadağ, Derya; Gülbahar, Simge; Ozar, BetülDesign schools consist of three main axes; courses that provide knowledge in various fields of design, studio courses and internships. Besides, the indisputable fact is the importance of design competitions and informal workshops that feed the designer candidate to gain experience in different fields of the discipline. In addition, another importance of informal workshops is the contribution of researchers in this field to the development of design education. The effects and potentials of Information and Communication Technologies (ICTs) are also another area of research on design education, in particular design studio courses. The use of ICTs in the field of design education has led gamification to come to the fore as an ascending concept. A series of methodologies and tools have been developed, such as gamification, as well as the different kinds of Virtual Learning Environments to ensure the motivation of students and avoid the lack of attention in online courses. In this study, an online workshop, "Gamification and Space", is investigated as a case study. The contribution of the concept of gamification to design education has been evaluated in line with the observations and experiences gained. The data was gathered from the workshop presentations held on the last day and the final manuscripts of the workshops. The collected data was analyzed by the workshop coordination team, and classifications were made regarding the aspects of the gamification used during the workshop. In addition, it is aimed to discuss the potentials of ICTs in design courses. The observations show that the use of gamified elements has the potential to enrich instructional methods, especially when we consider online education, virtual learning environments and visual collaboration tools.Yayın Manisa’da Osmanlı dönemi mirası: Sıbyan mektepleri(International Balkan University, 2019) Süyük Makaklı, Elif; Ozar, BetülAntik çağlarda Sypylos adıyla bilinen dağın kuzey eteklerinde kurulan Manisa (Magnesia Ad Sipylus), tarihsel süreç içinde yaşamını kesintisiz sürdürebilmiş önemli kentlerden birisidir. Kentin köklü tarihi ve kültürel kodlarını yansıtan mimari mirası, korunmaya değer önemli niteliklere sahiptir. Tarihsel süreçte sosyolojik, kültürel ve teknolojik gelişmelerden etkilenen kentler doğal bir şekilde büyümüş, değişmiş ve dönüşmüştür. Bu değişimler sonucu günümüzde tescillenmiş bazı yapıların özgün fonksiyonlarını yitirdiği görülmüştür. Bu çalışmada Manisa şehir merkezinde yer alan ve günümüze ulaşan seçili sıbyan mekteplerinin yerleşim, planlama ve yapısal özelliklerinin geçmişte ve günümüzde taşıdıkları anlamlar değerlendirilmiştir. Kentsel mekanı tanımlayan bir öğe olarak Sıbyan Mekteplerinin sokakla ve onun tanımladığı mekanla olan diyaloğunu ve bu mekanların geçmişte ve günümüzde toplumsal kavranışını anlamak çalışmanın bir diğer amacıdır. Çalışmada literatür taraması, haritalar ve görsel dokümanlar, alanda gözlem, fotoğraflama yöntemleri kullanılmıştır. Manisa merkezdeki sıbyan mekteplerinin günümüzdeki mevcut kullanım durumları incelendiğinde birbirinden farklı fonksiyonlara sahip oldukları gözlemlenmiştir. Yapıların ana kullanıcısı olan çocukların eğitim aldığı işlevlendirmelerin yanı sıra farklı işlevlerin de kullanıldığı görülmektedir. Çocuk öznesini odağına alan işlevlendirmeler ile bu yapıların aktif bir şekilde kullanımının sağlanabileceği; çevrelerine, mahallelerine ve kente bütünselliği ile canlılık katan unsurlara dönüşebileceği düşünülmektedir. Özgün fonksiyonlarını yitiren bu yapıların kent içinde görünürlük ve algılanabilirlik düzeyi düşüktür ve yapılan yanlış işlevlendirmeler ve kusurlu müdahaleler ile zarar görmüşlerdir. Bu sebeple çalışmanın sonucunda yapıların bütüncül bir yaklaşımla koruma ve işlevlendirilmesine yönelik öneriler de üretilmiştir.Yayın Co-working space concept in the spatial and urban context: a case study of ‘Kolektif House’(Fatih Sultan Mehmet Vakıf Üniversitesi, 2019-10-14) Süyük Makaklı, Elif; Yücesan, Ebru; Ozar, BetülThe concept of ‘Work’ and ‘Workplace’ started to change in recent decades in parallel with developments in information and communication Technologies. New ways of working have been defined as flexible, mobile and multi-locational. Co-working spaces have emerged worldwide as a new type of workspace concept. These places offer a flexible and appropriate work environment with various usage options. The aim of the study is to define the characteristics and development of the co-working space concept and analyzing the urban and spatial context as well as design criteria, the spatial solution, material and furniture selection of the selected case. In this study the case of ‘Kolektif House’ a co-working space, in Levent district in İstanbul has been selected, as the location can be defined as the central commercial district of the city. The space is created by refunctioning a part of an old factory-building which is evaluated as a sustainable devolepment project. The data used in this study is based on architectural drawings, visual materials, interviews, observations, as well as a literature review. The study demonstrates that changing work habits and user needs created new types of working place and in the selected case the created value in urban and spatial context by re-functioning an existed building was found to be positive.Yayın Bir diyalog ortamı olarak üretken yapay zeka: tasarımda anlamsal arayış sürecinin temsili(Süleyman Demirel Üniversitesi, 2024-07-04) Ozar, Betül; Koca, DuyguTasarım süreci, birbirine bağlı ve yinelemeli adımlar içeren döngüsel bir yapıya sahiptir. Üretken yapay zekâ, tasarlayan ile diyalog kurarak tasarım sürecine yeni bir ortam önerir. Bu ortam, süreçteki ilişkilerin keşfine izin verir ve döngüsel yaklaşımın deneyimlenmesine olanak sağlar. Çalışma bu doğrultuda, üretken yapay zekânın temsil üretebilme potansiyeli üzerine odaklanır ve “üretken yapay zekâ, kavramsal ve biçimsel ilişkilerin keşfedildiği anlamsal arayış sürecinde bir ortam olarak kullanılabilir mi?” sorusunu araştırır. Çalışmada ‘uygulama odaklı’ (practice-led) araştırma yöntemi benimsenmiştir. Bu kapsamda bir süreç deneyini içeren çalışma, üretileni temsil etmek yerine temsille üretmeye odaklanır. Metinden imgeye ve imgeden imgeye olmak üzere iki fazdan oluşan süreç, üretken yapay zekânın olanaklarını ve kısıtlarını görebilmek için bir araştırma ve keşif ortamı olarak kullanılmıştır. Sonuç olarak tasarlayan özne ve üretken yapay zekâ iş birliğinde tek tıklamayla donuk görseller oluşturmak yerine devingen temsillerin üretilebileceği anlaşılmıştır. Bu anlayış, yeni bir ortamın tanımını üretirken gelecekteki benzer deneyimlerin yorumlanabilmesine zemin hazırlar.Yayın Architectural images and values in banknote design: Turkish Republic E1. Emission Group(Gazi University, 2024-12-29) Süyük Makaklı, Elif; Ozar, BetülBanknotes are more than just a tool for economic exchange; they also represent the identity and shared ideals of the country they belong to. The elements used in banknote designs are a part of social values rather than aesthetic or visual features. The main design elements are images, color tones, flags, signatures, and various security codes. The designs symbolize the common values shared by societies and also their future goals. From ancient times to the present, banknotes featuring images of architectural structures have been popular. The images used are either pictures or abstractions of architectural structures. Abstractions often have broader meanings and symbolic connotations. Including the E9 emission group that is still used today, a total of 9 emission groups have been printed since the date of the Republic of Türkiye. The study focuses on the E1 Emission Group, the first banknotes of the Republic. It uses the descriptive analysis method to investigate the architectural, social, and cultural meanings of the architectural images on these banknotes. In addition to the functional and spatial characteristics of the architectural structures, their social, cultural, and historical meanings were evaluated with their periods' political and social atmosphere. The study reveals that banknotes are not only an economic tool but also a reflection of spatial and cultural values. The architectural images used on banknotes in the examined period emphasize common values and ideals and reflect the Republic's ideology and the period's spirit.Yayın A new frontier in design studio: AI and human collaboration in conceptual design(KeAi Communications Co., 2025-12) Karadağ, Derya; Ozar, BetülThis study explores the role of artificial intelligence (AI) in the conceptual design phase of interior design education, focusing on AI's potential to help students visualise and refine creative ideas. Conducted within a design studio course, the research integrates text-to-image generators, particularly Midjourney to support students' design processes. Implemented in the fourth week of a 14-week course, a structured workshop introduced students to Midjourney, with surveys conducted both at this stage and during the final submission to capture changes in student perspectives. Using a two-phase case study involving a workshop, surveys, and interviews among senior undergraduate students in the bachelor's program of the Interior Architecture and Environmental Design Department, the study assesses the impact of AI prompts, from simple keywords to detailed narratives, on concept development and project outcomes. Findings indicate that AI broadens design possibilities, facilitates iterative ideation, and improves conceptual precision through high-fidelity visualizations. While students view AI as a valuable addition to their creative process, they also express concerns about ethics and the need to balance AI's benefits with preserving design authenticity. This research contributes to the broader discussion on AI's role in design, advocating for a balanced integration that respects both technological potential and human creativity.Yayın Online workshop experience as an informal learning environment: gamification and space(İstanbul Kültür Üniversitesi, 2022-06) Karadağ, Derya; Gülbahar, Simge; Ozar, BetülThe workshops contribute to design education by creating an informal learning area. The workshop environment is defined as an experience and interaction-oriented platform where students participate voluntarily, goes beyond formal education restrictions, and depends on the curriculum developed in line with measurement and evaluation systems. (Ciravoğlu, 2003; Yürekli & Yürekli, 2004). Due to these features, the workshops allow restrictions of disciplinary education to be dissolved through a specific problem or theme. It also helps to create an environment that supports peer learning while embodying creative mental activity. Today, due to the Covid 19 pandemic, online design education has become widespread. (Kılıç & Arabacıoğlu, 2021; Peimani & Kamalipour 2021; Alawad, 2021; Gogu & Kumar, 2021). As a result, students start using digital interfaces actively in both formal and informal studio environments to meet, to Access educational materials, and to produce projects. Digital tools and virtual reality provide a major contribution to the curriculum of design schools by creating new learning environments. (Olmos, 2006; Gül et al., 2008; Liu, 2017; Karadağ & Tüker, 2020). In addition, as a result of the widespread use of Information and Communication Technologies (ICTs) in many fields to gain the attention of researchers of different disciplines, 'gamification' has emerged as a popular phenomenon that is used in learning processes. It has been observed that the concept of gamification, which can be defined as 'using game components and game dynamics for a specific purpose' in non-game environments, has an effect that increases student motivation and augments the learning process (Kapp, 2012; Mekler et al., 2013; Behl et al., 2022). In this study, an online workshop which was organized with the theme of "Gamification and Space", hosted by Işık University in the Department of Interior Architecture and Environmental Design, between 26-30 July 2021 is investigated as a case study. 23 workshop instructors contributed to the workshop with 11 different workshop themes. 53 students applied as participants and 49 completed the workshop. 6 workshops were scheduled weekly, and 5 workshops were scheduled as single-day. On the first day of the workshop, two seminars titled “Gamification and Space” and “Gamification for the Conservation of Historical Sites and Awareness” were held. On the last day of the workshop week, the process and the results of the workshops were shared by the instructors and participants. In the study, the contribution of the concept of gamification to design education has been evaluated in line with the observations and experiences gained. The data was gathered from the workshop presentations held on the last day and the final manuscripts of the workshops. The collected data was analyzed by the workshop coordination team, and classifications were made regarding the strategies used in the design education process by the concept of gamification. In addition, it was aimed to discuss the potentials of ICTs enabling online interaction. When the findings of the workshop were analyzed, it was revealed that there was a rich research environment for problems in various fields of design disciplines. Accordingly, the findings were analyzed under three headings as student experiences, instructor experiences and workshop experiences. In terms of the student experiences, students gained new technical knowledge and developed presentation skills through virtual environments and digital interfaces during the workshop. The important contribution of the informal workshops to the educational processes is that they bring different design disciplines together. Thus, the students had the opportunity to go beyond the boundaries of their disciplines and experience different ways of thinking and producing. In addition to weekly workshops, one-day workshops were also included in the workshop. In the one-day workshops, working areas such as performance art and computational thinking were addressed in the design processes, thereby expanding the perspectives of the participants. The fact that the workshop offered an informal experience and was based on volunteerism had a positive effect on the motivation of the students. In addition, the workshop instructors stated that they observed that the informal working environment helped students feel free and behave comfortably during the design process. Considering the experiences of the instructors, the workshop allowed instructors, who have different expertise in the design field, to organize a workshop and to work with students who want to improve their skills in the instructors’ field of expertise. On the closing day of the workshop, works produced in workshops were presented by the instructors and students to all participants. Thus, instructors living in different cities had an opportunity to come together and share their knowledge. The establishment of these sharing environments is important in terms of providing potential for future scientific studies. Regarding the workshop experiences, it is analyzed how the concept of 'gamification' is used in the structure of the workshops. The workshops are grouped under three main headings; 1. Gamification for the design process, 2. Gamification for the learning process, 3. Using the concept of gamification as a design theme. The concept of gamification is observed to be mainly associated with the design process considering the methods of the workshops. The theme of the gamification was mostly used to motivate the design process and was used to add creativity to the design process. Gamification elements are used for the learning process in order to transfer and reproduce a theoretical knowledge within the scope of workshops. One workshop used gamification as a design theme for the final product. The tools used in the workshops are varied throughout the workshop process. The workshops started on Blackboard, which is a 'virtual learning environment', but instructors added online virtual tools such as Zoom and Miro to support their workshop process. Workshops supported by computer-aided design tools and methodologies contribute to enriching the informal learning environments in the future. It has also emerged that online tools and environments constitute an important interface in terms of using the concept of gamification in the design workshops. However, virtual learning environments within the framework of technological infrastructure include some limitations when design disciplines are considered. Therefore, the study suggests that a comparative analysis between online and face-to-face environments is necessary for further studies. In addition, it is thought that the experiences gained from online workshops as an informal learning tool have the potential to contribute to fourteen-week design studios at various levels in the future.Yayın Fiziksel mekanın dijital platformlardaki temsili:Topkapı Sarayı müzesi örneği(Trakya Üniversitesi, 2018-11) Süyük Makaklı, Elif; Ozar, Betül; Benian, Esin; Canıtez, Tülay; Hatipler Çelik, TubaGünümüzde gelişen teknolojiler ve değişen bilgi çağı ile birlikte dijital platformlar sıklıkla kullanılır hale gelmiştir. Farklı arayüzlerden oluşan dijital platformlar yoluyla, mimari ve insan etkileşimi sanal olarak sağlanmaktadır. İnternet ortamında oluşturulan ve sonsuz veri hacmine sahip olan dijital platformlarla, zaman ve mekandan bağımsız bir ortamda algılama imkanı mümkün kılınmıştır. Fiziksel mekana ait veriler farklı ölçekler ve katmanlar ile birleşerek bireyin zihninde çeşitli imgeler oluşturmaktadır. İnternet üzerinden hizmet veren platformlarda imge oluşturmaya imkan veren görsel ve işitsel veriler; aynı zamanda mobil platformlara da uyum sağlayan nitelikte tasarlanmıştır. Topkapı Sarayı; Osmanlı tarihini ve kültürünü yansıtan, günümüze ulaşmış olan en önemli eserlerden biridir. 1459 yılında inşasına başlanan Topkapı Sarayı uzun yıllar boyunca yapılan eklenmesi ile genişlemeye ve büyümeye devam etmiştir. 9 Ekim 1924’ten itibaren ise müze olarak kullanılmaya başlanmıştır. Topkapı Sarayı bulunduğu lokasyon, yapısal özellikleri ve içinde barındırdığı yapı bütünlüğü ile kent tarihinin en önemli simge yapılarından biridir. Kültürel mirasın dünya ölçeğinde tanıtılmasını sağlayan müzeler, dijital platformları geniş kitlelere ulaşmak için etkin bir araç olarak kullanmaktadır. Bununla birlikte bireyler de güncel ve güvenilir bilgi edinebilmek amacıyla bu platformlardan destek almaktadır. Dijital platformlardaki verilerin (360 derece sanal turlar, gezi rotaları, yazılı bilgiler, görsel imajlar ve işitsel araçlar) kullanımıyla yapıların fiziksel durumlarının ne ölçüde algılanabileceği araştırmanın ana konusu olarak belirlenmiştir. Mimarinin görsel temsili tarihsel süreç içinde farklı aşamalardan geçmiştir. Günümüzde ise fiziksel mekanları sanal ortamlarda anlatabilmek amacıyla çeşitli temsil araçları kullanılmaktadır. Fakat dijital platformlar halen mekanı durağan bir şekilde deneyimletmekte ve gerçek ortamdaki akışkanlık hissini bireyin zihninde yeterli düzeyde oluşturamamaktadır. Mekanın tam anlamıyla deneyimlenmesi beden zaman-mekan kesişiminin sağlanması ile gerçekleşebilmektedir. Bu bağlamda Topkapı Sarayı Müzesi örneği üzerinden dijital platformlar yoluyla aktarılan yazılı, görsel ve işitsel araçlarla mekanın fiziksel niteliklerinin, hacimsel ilişkilerinin ve 3 boyutlu kütle düzeninin algılanmasının ne ölçüde mümkün olduğunun anlaşılması amaçlanmaktadır. Çalışmada literatür taraması yapılmış, dijital platformlardaki ilgili imajlar, haritalamalar, videolar, 3D turlar, sanal gezinti uygulamaları vb. dokümanlar incelenerek sınıflandırılmıştır. Topkapı Sarayı Müzesi’nin dijital platformlarda hangi araçlar kullanılarak temsil edildiği incelenmiştir. Temsil yöntemi olarak seçilen araçların, mekan algısının oluşumunda beden-mekan-zaman kesişiminin anlaşılması bakımından önem taşıdığı düşünülmektedir.Yayın The changing meaning of urban open spaces through the pandemic process: workshop experiences(University of Thessaly, Department of Planning and Regional Development, Laboratory of Urban Morphology & Design, 2022-06) Süyük Makaklı, Elif; Engincan, Pınar; Gülersoy, Nuran Zeren; Özsoy, Fatma Ahsen; Kepsutlu, Gülay; Zeycan, Dicle; Yücesan Altay, Ebru; Ozar, Betül; Yılmaz, Ö. ÇelikCovid 19 epidemic has been effective since the beginning of 2020 and is one of the most widespread pandemics with its global spread rate and area. In the historical process, pandemics have had a substantial impact on the city and urbanization, and in this context, urban transformations have been associated with pandemics. The emergence and spread of pandemics are directly related to urban conditions under the headings of collective life, architecture and urban planning, infrastructure services, settlement, and population density. The rapidly implemented measures for controlling the pandemic affected different parts of the society in psychological, social, physical, and economic terms at different levels, and the powersociety relationship is questioned. The use of public spaces has been restricted, cultural and social life has decreased considerably due to the risk of transmission of the virus. While the pandemic has affected our lives at different layers, it has changed our perception of space, architecture, urban space, and landscape. Living in the residences located in the densely populated area in the city center and those living in the residences located on the periphery and having their common areas or gardens have experienced the quarantine process differently. The location, typology, size, open and semi-open spaces of the house have differentiated the experience. As part of the "The Use of Indoor and Outdoor Space during the lockdown in Pandemic" research project, the concepts related to the changing use of outdoor space during the pandemic have been discussed at workshops. In the research, our aim is to determine the density of using open areas regarding various activities of people during the pandemic process and to understand the alterations made and their reasons in using the space. The use and transformation of open spaces and surroundings were examined in multiple layers through users' perceptions and relationships. In addition, we created an online workshop and survey series with undergraduate and graduate students from various design disciplines to demonstrate the transformation of space. The suggestions on open space and its surroundings' experiences and needs were discussed through the workshops. The importance of having a residential garden and balcony was emphasized during the pandemic process, and also have open areas such as parks, urban forests, open sports fields, walking track, sea/lakeside, children's gardens, children's playgrounds within walking distance was emphasized. The analysis highlighted the importance and necessity of open spaces. Additionally, workshops have looked beyond physical boundaries and reconsidered our living environments. However, we do not yet know whether Covid 19 will cause a systemic transformation in our city life.Yayın Decoding ivy behavior for a performative flow model(Cambridge University Press, 2025-05-27) Kahraman, Ataberk; Cimşit Koş, Fitnat; Delerel, Zehra; Kavurmacıoğlu, Özgür; Ozar, BetülIvy plants exhibit a biologically driven growth pattern that intertwines adaptation with structural interaction. Their ability to climb vertical surfaces, such as walls and trees, establishes a complex relationship with built environments. This study develops a computational model to analyze ivy’s growth behavior and water absorption dynamics, utilizing parametric design techniques for an integrative simulation. Through Python scripting in Rhino, growth and flow parameters were systematically modeled to replicate natural processes. The first experiment simulates ivy’s exploratory growth, visualizing its organic expansion through curves and mass structures. Beyond adherence to surfaces, ivy interacts with material properties, particularly mortar, which retains moisture. As ivy roots absorb this water, mortar dries, leading to material degradation. To capture this phenomenon, the second experiment employs a dynamic flow simulation, illustrating how moisture migrates through walls and how ivy’s absorption alters its distribution over time. Furthermore, the model examines the long-term impact of ivy on structural integrity, where root penetration widens mortar joints, accelerating architectural decay. By integrating principles from complex adaptive systems and performative design, the study emphasizes self-organizing behaviors within dynamic environments. Flow-based models require an elastic topology that responds to natural forces, reinforcing bio-responsive design strategies. This research provides insights into material resilience, ecological interdependencies, and regenerative design, contributing to discussions on responsive architecture. The proposed computational framework enhances the understanding of nature’s influence on built environments, offering strategies for sustainable architectural adaptation.












