Aslankan, Ali

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Aslankan, Ali̇
Job Title
Email Address
ali.aslankan@ieu.edu.tr
aslankanali@gmail.com
Main Affiliation
06.04. Interior Architecture and Environmental Design
Status
Current Staff
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

11

SUSTAINABLE CITIES AND COMMUNITIES
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1

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4

QUALITY EDUCATION
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0

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8

DECENT WORK AND ECONOMIC GROWTH
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12

RESPONSIBLE CONSUMPTION AND PRODUCTION
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9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
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15

LIFE ON LAND
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6

CLEAN WATER AND SANITATION
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1

NO POVERTY
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7

AFFORDABLE AND CLEAN ENERGY
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10

REDUCED INEQUALITIES
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14

LIFE BELOW WATER
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2

ZERO HUNGER
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13

CLIMATE ACTION
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5

GENDER EQUALITY
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PEACE, JUSTICE AND STRONG INSTITUTIONS
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PARTNERSHIPS FOR THE GOALS
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3

GOOD HEALTH AND WELL-BEING
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Documents

3

Citations

8

h-index

2

Documents

4

Citations

5

Scholarly Output

6

Articles

3

Views / Downloads

30/134

Supervised MSc Theses

2

Supervised PhD Theses

0

WoS Citation Count

5

Scopus Citation Count

8

WoS h-index

2

Scopus h-index

2

Patents

0

Projects

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WoS Citations per Publication

0.83

Scopus Citations per Publication

1.33

Open Access Source

3

Supervised Theses

2

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JournalCount
Ecaade 2017: Sharıng of Computable Knowledge! (Shock!), Vol 21
Megaron1
Metu Journal of the Faculty of Archıtecture1
Socıal & Cultural Geography1
Current Page: 1 / 1

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Scholarly Output Search Results

Now showing 1 - 6 of 6
  • Master Thesis
    The Analysis of Tiny House Through the Motivations and Challenges: a Case Study in Turkey
    (İzmir Ekonomi Üniversitesi, 2023) İlhan, Özge; Aslankan, Ali̇
    Alternatif bir yaşam biçimi olarak Tiny House, bilimsel literatürde bir konu olarak öne çıkmaktadır. Bu çalışmanın amacı, insanları böyle bir yaşam tarzını seçmeye neyin motive ettiğini ve seçildikten sonra ortaya çıkan zorluklarla nasıl başa çıkılacağını öğrenmek için Türkiye'deki minik ev hareketinin durumunu ve potansiyelini bir durum çalışması aracılığıyla araştırmaktır. Analiz, küresel uygulamalarla ilişkili olarak karşılaştırmalı bir bakış açısıyla Türkiye pazarını ve kullanıcı profillerini içerir. Küçücük evlerin bir konut tipolojisi olarak ortaya çıkışı ve yaygınlaşmasına ilişkin geniş literatürün ardından; tanımı, yönetmelikleri ve uygulamaları tanıtılmaktadır. Durum çalışması, üretim firmaları ve mevcut sakinlerle yapılan röportajları ve ayrıca böyle bir yaşam tarzının sunduğu fırsatlar ve bu deneyimin Türkiye'de nasıl karşılanacağı hakkında daha fazla bilgi edinmek için potansiyel kullanıcılarla yapılan anketleri içeriyor. Böylece bu çalışma, Türkiye'de ortaya çıkan Tiny House Hareketi realitesinin, kentsel alanda pandemi deneyiminin mekansal sınırlamalarından sonra somutlaşan alternatif yaşam gibi yeni ortaya çıkan bir ihtiyacı karşılama potansiyeline nasıl sahip olduğunu göstermektedir.
  • Article
    Citation - WoS: 2
    Citation - Scopus: 5
    DISSEMINATION OF DIGITAL HERITAGE THROUGH GAME-BASED LEARNING
    (Middle East Technical Univ, 2019) Varinlioglu, Guzden; Alankus, Gazihan; Aslankan, Ali; Mura, Gokhan
    Serious game is conceptualized as a digital medium to familiarize users with less popular cultural topics, and significantly increase their interest level and engagement. Our case study to present and discuss this conceptualization is based on the ancient city of Teos. This paper discusses and presents the Digital Teos Project, an interdisciplinary research investigating and digitally animating the archaeological excavation area, including a static public setup in the excavation site, and augmented immersive revisit through VR devices and a mobile game application. Within the scope of this paper, our focus is on the Teos of Dionysos game, a mobile platform puzzle game. The game adopts a mythological narrative where four distinctive archaeological settings are designed to tell the story of the God Dionysos and to convey archaeological knowledge into playable interactions. The familiar conventions of a mobile platform game are utilized to convey the archaeological impressions and inspirations, allowing users to build an empathic understanding of ancient architecture. Besides the game convention of fun and curiosity, this game has a multidimensional objective of raising awareness on the archaeological site, historical background, and mythological stories with educational and instructive aspects. This pedagogical challenge is also an opportunity for new methods of creating and distributing accumulated/novel knowledge. We believe that game-based learning (GBL) can significantly enhance learning for a multitude of users from different educational backgrounds, and do so in diverse application domains.
  • Article
    Migration and the Built Environment: a Spatial Analysis of Resettlement in Cesme, Turkey
    (Routledge Journals, Taylor & Francis Ltd, 2017) Aslankan, Ali
    At the beginning of the twentieth century, the retreat of the Ottoman Empire caused a massive scale migration in the Aegean regions. This process was furthered by the Treaty of Lausanne (1923) between the Turkish Republic and Greece. Gradually, more than one million people were formally exchanged under the control of the respective national authorities. This study shows that the predictions made by political authorities regarding the expected adaptation and homogenization based on religious affiliations failed to materialize; instead, the process of migration generated its own unique and autonomous processes derived primarily from cultural aspects and social origins. This research examines the materialization of the migrants' adaptation practices and the spatial transformations in the built environment at both urban and domestic level, in order to indentify spatial and related social conflicts that arose as a result of socio-cultural mixing through a case study of the Ceme Peninsula, Turkey. The study concludes that the relationship between social space and the physical environment is intertwined, with spatial transformations based on residents' home of origin, professions and economic prosperity positioned in a clearly defined hierarchy of meaning.
  • Article
    The Production of Urban and Residential Language by Mixed-Use Mega Projects in Istanbul
    (Yildiz Technical Univ, Fac Architecture, 2019) Aslankan, Ali
    This paper examines the housing projects that are classified as mixed-use mega projects or urban enclaves in the scholarly literature in order to understand how the notion of mixed-use is redefined and practiced, and in return, what is the architectural language they produce in housing design. The exploration posits Istanbul as the case and investigates a selection of projects that are large investment whirlpools and representative of the mixed-use practice in Turkey. Following an extensive literature review on both notions, a critical analysis settles the architectural components of this new urban formation highlighting their involvement to the architectural language in the field of housing. Derived from the theoretical framework, the projects are analyzed and classified by three main spatial components named as (1) podium and tower typology, (2) floor gardens and terrace flats, and (3) numerical plan coding.
  • Conference Object
    Citation - WoS: 3
    Citation - Scopus: 3
    Raising Awareness for Digital Heritage Through Serious Game the Teos of Dionysos
    (Ecaade-Education & Research Computer Aided Architectural Design Europe, 2017) Varinlioglu, Guzden; Aslankan, Ali; Alankus, Gazihan; Mura, Gokhan
    In this study, the serious game is conceptualized as a digital medium to convert archaeological knowledge into playable interactions via a case study in the ancient city of Teos. The Teos of Dionysos Game is a digital platform that allows players without specialist computer skills to explore the archaeological knowledge and experience an ancient urban setup. A mythological story about the God Dionysos has been verbally and visually transcribed and adapted for four distinctive settings of this ancient site. The familiar realm of an interactive space, navigated by intuitive behaviours in a game setting, conveys archaeological data, allowing players to build an empathic understanding of ancient architecture. Diverse stakeholders have already tested a mobile game prototype in a workshop, which explored whether those without a prior historical background can advance their existing knowledge through activities that aim at providing entertainment.
  • Master Thesis
    Artırılmış Gerçeklik Kullanılarak Kamusal Alanların Yeniden Tanımlanması
    (2025) Güler, İkra; Aslankan, Ali
    Dijital teknolojilerin fiziksel mekanlarla birleşmesi, özellikle artırılmış gerçeklik (AR) alanında yeni deneyimlerin ortaya çıkmasına yol açmıştır. Dijital bilgilerin fiziksel dünyaya bindirilmesi olarak tanımlanan artırılmış gerçeklik, kamusal alanların mekânsallığını nasıl anladığımızı yeniden tanımlama, sürükleyici ve etkileşimli ortamlar yaratma potansiyeline sahiptir. Çeşitli çalışmalar AR'ın kamusal alanlarda öğrenmeyi ve deneyimi iyileştirme potansiyelini sorgulamıştır. Bununla birlikte, AR deneyimlerin kullanıcıların kamusal alan algısını şekillendirmedeki potansiyeli henüz yeterince incelenmemiştir. Bu çalışma, mobil AR deneyimlerinin kullanıcıların kamusal alanlara ilişkin algılarını şekillendirmedeki rolünü inceleyerek, AR'ın kamusal alanların mekânsallığını yeniden tanımlama potansiyelini araştırmaktadır. İzmir'deki Konak sahilindeki üç ayrı konum için üç artırılmış gerçeklik deneyimi geliştirilmiştir. Çalışma, öncelikle AR deneyimlerini kamusal alanın teorik tanımlarına bağlayarak insan algısının oluşumunu tartışan bir öneri olarak hizmet etse de, bir kullanıcı çalışması da yürütülmüştür. Çalışma süresinin uzatılması olasılığı göz önünde bulundurularak, iki ay boyunca 20 katılımcıya deneyimler sırasında anketler uygulanmış. Bu anketler aracılığıyla, deneyimlerin kullanıcıların çeşitli kamusal alanlardaki algılarını etkileyip etkilemediği ve eğer etkilediyse, bu etkinin hangi deneyim özelliklerinden kaynaklandığı araştırılmıştır.