Savasta, Daniele

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Savasta, Danıele
Savaşta, Daniele
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daniele.savasta@ieu.edu.tr
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06.05. Visual Communication Design
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Current Staff
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Now showing 1 - 3 of 3
  • Article
    Reading Ankara Apartment Balcony Balustrades (1950-75) as Material Culture and Their Digital Documentation
    (Middle East Technical Univ, 2023) Ultav, Z.T.; Savasta, Daniele; Gürel, Meltem O.
    This paper considers the underexplored potential of wrought iron balcony balustrades as material culture, providing significant clues about a design community of a certain time and society at large. Exploring the wrought iron balcony balustrades of apartment buildings constructed in Ankara between 1950 and 1975, the study potentially contributes to widening the scope of the field of modern architectural culture in Turkey, while underscoring the significance of documenting and preserving these items as material evidence of this culture. Data on balcony balustrades were obtained through a scientific research project focused on 1,850 apartment buildings in Ankara's cankaya District. In particular, the study analyzes the balustrades' authenticity and technological aspect, and their role in shedding light on the relationships among various actors of the construction process. To provide a broader perspective, the study situates the issue within the wider context by conducting a literature review on material culture and the preservation of modern architectural heritage. Furthermore, the research incorporates an analysis of data from semi -structured interviews and an extensive collection of fieldwork photographs. The study concludes with a proposal for digital documentation methods to allow further light to be shed on the period and to preserve their memory, through a multi-layered reading of wrought iron balcony balustrades.
  • Article
    A Computational Interface Design To Reenact the Transitory Moments of the Izmir International Fair
    (Universidad de Oviedo, 2023) Savasta, Daniele; Kocabıyık Savasta, Elif; Gönlügür, Emre; Savasta, Elif Kocabiyik; Gönlögör, Emre
    Grouper is a computational interface design that supports researchers working with (visual) digital collections. The significance of Grouper is related to the positioning of researchers and the possibility it offers them to create, manage and visualise a collection within their research process. In this study, Grouper focuses on the ephemera collections of the Izmir International Fair (IIF) and asks: 'How can digital tools help to trace, piece together and make sense of the design heritage of IIF, which includes a wide range of design practices and objects spread across nine decades'. Working with IIF's ephemera provides Grouper with a new lens that emphasizes the concepts of 'assemblage' and 'collaboration', allowing for the creation of previously unavailable content and narratives. The notions of transience and permanence are manifested in the assemblage of ephemera, the digitisation of collections, Grouper's flexible research process, and the persistence of transient objects and memories in new narratives. © 2023 Res Mobilis. All rights reserved.
  • Article
    Citation - WoS: 1
    Citation - Scopus: 2
    Cultural Heritage Manifestation in Computer Role-Playing Games for Enhancing Museum Experience: a Model Proposal
    (Routledge Journals, Taylor & Francis Ltd, 2024) Turkmen, Doruk; Savaşta, Daniele
    This article proposes a model for integrating computer role-playing games with museum experiences to enhance cultural heritage learning with a particular focus on design. Centered at the Izmir Archaeology Museum, the study delves into the design of a serious game aimed at enriching both the educational and experiential facets of museum visits. The model highlights the use of gameplay components and design patterns to manifest tangible and intangible heritage content, thereby promoting visitor awareness and understanding of cultural heritage. Through a provisional game scenario based on the museum's prehistoric artifact exhibition, the study illustrates how a gameplay design approach that is informed by heritage content displayed in the museum can be prototyped. The proposed model not only aims to make museum visits more engaging, but also seeks to contribute to the broader discourse on game design, game-based learning, and museum experience.