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Browsing by Author "Varinlioglu, Guzden"

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    Conference Object
    Citation - Scopus: 4
    Evaluation of Learning Rate in a Serious Game: Based on Anatolian Cultural Heritage
    (Education and research in Computer Aided Architectural Design in Europe, 2021) Afshar S.V.; Eshaghi S.; Varinlioglu G.; Balaban Ö.; Afshar, Sepehr Vaez; Balaban, Özgün; Varinlioglu, Guzden; Eshaghi, Sarvin
    Cultural heritage conservation has two aspects, tangible and intangible, both of which contribute greatly to the understanding of ancient inheritances. Due to the role of education in the preservation process, and the strength of the new media in the current era, serious games can play a key role in conservancy by transmitting the target culture. There is a gap in the serious game field in relation to Turkey's cultural heritage on the Silk Roads, underlining the motivation of this research. Hence, this study proposes the Anatolian Journey serious game, which is developed in the Twine platform, designed to transmit Turkey's tangible and intangible cultural heritage, providing comprehensive information on the Seljuk caravanserais, located on the Silk Roads. Moreover, the research compares undergraduate and graduate students' gains in knowledge of heritage data while playing a serious game and encountering the same content in text form with an online survey. © 2021, Education and research in Computer Aided Architectural Design in Europe. All rights reserved.
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    Citation - Scopus: 3
    An Integrated Structural Optimization Method for Bacterial Cellulose-Based Composite Biofilms
    (Education and research in Computer Aided Architectural Design in Europe, 2021) Turhan G.D.; Varinlioglu G.; Bengisu, Murat; Turhan, Gözde Damla; Varinlioglu, Guzden
    Today's technologies offer exciting new horizons to reconfigure the realm of digital design and fabrication with the use of biologically active materials. Some of the recent works have been exploring the potentials of utilizing biological systems either as mathematical models for digital design or as the material itself in digital fabrication. As one of the novel processes of recent design thinking approaches, this paper presents an example for the collaboration with living organisms and a multidisciplinary process in which the overall structure is based on the analysis of biological material properties, mechanical data acquisition and the integration to digital optimization. In this regard, bacterial cellulose-based composite biofilms were grown and tested for their tensile properties, followed by a proposal to integrate mechanical data to digital optimization for catenary forms to better engage with real world applications. The findings have shown that the use of catenary geometry for such biologically active materials that are relatively novel to the structural use has proven effective for different prototypes thanks to their natural and customized material properties such as the ability to self-stand and biodegrade. © 2021, Education and research in Computer Aided Architectural Design in Europe. All rights reserved.
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    Article
    Citation - Scopus: 4
    Unconventional Formulations in Architectural Curricula: an Atelier on Design for Outer Space Architecture
    (Istanbul Teknik Universitesi, Faculty of Architecture, 2018) Varinlioğlu G.; Pasin; Clarke, Hugh David; Varinlioglu, Guzden; Pasin, Burkay
    Theories and methods of integrating digital tools into the architectural curriculum cannot be conceptualized as simply the merging of computerized tools with conventional formulations of design. This paper focuses on a case study of a workshop entitled ?Mission Mars 2024: A Biomimetic Structural Organism?, as part of the studio course ARCH 202 in the spring semester of 2017 at Izmir University of Economics. It explores the use of digital architectural design tools in the context of outer space architecture, and the use of biomimicry as a design approach. We encouraged students to explore various stages of Oxman?s digital design ontology at the design level, and to employ various CAD/CAM tools as well as Virtual Reality (VR) and 3D representation methods. It is important to emphasise that the curriculum is a studio-based education with limited access to additional technical classes. Part of our aim was to integrate this content into the studio and allow students to explore new methods of design development. In order to free the students from conventional architectural preoccupations, we particularly chose on the surface of Mars. The paper presents a critical approach to understanding the impact of digital tools and methods on the learning outcomes of the students, which are discussed and demonstrated based on four studio outcomes. © 2018, Istanbul Teknik Universitesi, Faculty of Architecture. All rights reserved.
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