Varinlioğlu, Güzden

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Varınlıoğlu, Güzden
Varinlioglu, Guzden
Varinlioglu G.
Job Title
Email Address
guzden.varinlioglu@ieu.edu.tr
Main Affiliation
06.04. Interior Architecture and Environmental Design
Status
Former Staff
Website
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

5

GENDER EQUALITY
GENDER EQUALITY Logo

0

Research Products

9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
INDUSTRY, INNOVATION AND INFRASTRUCTURE Logo

5

Research Products

13

CLIMATE ACTION
CLIMATE ACTION Logo

1

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8

DECENT WORK AND ECONOMIC GROWTH
DECENT WORK AND ECONOMIC GROWTH Logo

4

Research Products

14

LIFE BELOW WATER
LIFE BELOW WATER Logo

2

Research Products

17

PARTNERSHIPS FOR THE GOALS
PARTNERSHIPS FOR THE GOALS Logo

0

Research Products

1

NO POVERTY
NO POVERTY Logo

0

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2

ZERO HUNGER
ZERO HUNGER Logo

1

Research Products

4

QUALITY EDUCATION
QUALITY EDUCATION Logo

5

Research Products

11

SUSTAINABLE CITIES AND COMMUNITIES
SUSTAINABLE CITIES AND COMMUNITIES Logo

9

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16

PEACE, JUSTICE AND STRONG INSTITUTIONS
PEACE, JUSTICE AND STRONG INSTITUTIONS Logo

0

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3

GOOD HEALTH AND WELL-BEING
GOOD HEALTH AND WELL-BEING Logo

0

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6

CLEAN WATER AND SANITATION
CLEAN WATER AND SANITATION Logo

1

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12

RESPONSIBLE CONSUMPTION AND PRODUCTION
RESPONSIBLE CONSUMPTION AND PRODUCTION Logo

3

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10

REDUCED INEQUALITIES
REDUCED INEQUALITIES Logo

0

Research Products

15

LIFE ON LAND
LIFE ON LAND Logo

1

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7

AFFORDABLE AND CLEAN ENERGY
AFFORDABLE AND CLEAN ENERGY Logo

1

Research Products
This researcher does not have a Scopus ID.
Documents

18

Citations

72

Scholarly Output

27

Articles

7

Views / Downloads

0/0

Supervised MSc Theses

4

Supervised PhD Theses

1

WoS Citation Count

34

Scopus Citation Count

68

WoS h-index

3

Scopus h-index

4

Patents

0

Projects

2

WoS Citations per Publication

1.26

Scopus Citations per Publication

2.52

Open Access Source

10

Supervised Theses

5

JournalCount
Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe5
Communications in Computer and Information Science1
Computıng For A Better Tomorrow, (Ecaade 2018), Vol 21
Ecaade 2016: Complexıty & Sımplıcıty, Vol 11
Ecaade 2017: Sharıng of Computable Knowledge! (Shock!), Vol 21
Current Page: 1 / 4

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Scholarly Output Search Results

Now showing 1 - 10 of 26
  • Conference Object
    Citation - Scopus: 4
    Challenges in Raising Digital Awareness in Architectural Curriculum
    (Springer Verlag, 2017) Varinlioğlu, Güzden; Başarır, Lale; Genca O.; Vaizoglu Z.
    The issue of bringing digital technology into architectural education necessitates a paradigmatic change. Achieving this change within a conventional framework presents a number of challenges. However, challenges are presented by the rapid change of technological tools and the frustration of updating the architectural scholarship, especially for schools with a traditional curriculum. This paper focuses on a case study of an update in the architectural curriculum for a CAD course. An approach to understanding the impact of digital tools and methods on digital awareness and a sustainable development of the students and pedagogy are presented, discussed, and demonstrated. Based on questionnaires, the students’ learning outcomes are evaluated. © Springer Nature Singapore Pte Ltd. 2017.
  • Master Thesis
    Augmenting Underwater Experience: Design of a Diving Mask
    (İzmir Ekonomi Üniversitesi, 2019) Özger, Nermin Sena; Varinlioğlu, Güzden
    Bu tez, dalış deneyimi tasarımını geliştirmek için kuşatıcı bir ortam olan sualtı ile psikolojik yenilenme arasındaki ilişkiyi incelemektedir. Bu bağlamda su altı ortamı inşa edilmiş, çevre ve dalışın etkilerini psikolojik yenilenme araçları ile ölçme yöntemleri uygulanmıştır. Bunun için bir yapay sualtı ortamı yaratılmıştır. Testler, inşa edilmiş bu sualtı alanının ve doğal olarak boş bir alanı deneyimlemenin arasındaki farkları ölçer. Sonuçlar, tasarlanan alana dalışın psikolojik yenilenme üzerinde daha olumlu bir etkisinin olduğunu göstermektedir. Elde edilen sonuçlar doğrultusunda ve araştırma sorularına da dayanarak, bu çalışma arttırılmış gerçeklikle birleştirilmiş bir dalış maskesinin tasarımı için ilk tasarım önerisini sunar.
  • Master Thesis
    Arkeolojik Alanların Korunmasında Dijital Sunum: Teos Çalışması
    (İzmir Ekonomi Üniversitesi, 2017) Üçok, Işılay; Varinlioğlu, Güzden
    Türkiye'de arkeolojik alanların sunulması üzerinde yapılan araştırmalar ekonomik nedenler, planlamadaki aksaklıklar ve sunum olanaklarının eksikliği nedeniyle sınırlıdır. Arkeolojik alanlar ile ilgili koruma politikaları, plansız kentleşme, doğal afetler, toplumsal farkındalığın yetersiz olması ve ekonomik kaynakların kısıtlı olması nedenleriyle daha az sürdürülebilir olmaktadır. Dijital sunum teknoloji çağının önde gelen yöntemi haline gelmektedir. Dijital sunum yöntemleri, fiziksel sunum yöntemleri kadar önemli hale gelmektedir. Bu çalışma kapsamında, dijital sunum kültürel miras konusunda farkındalık yaratmak için bir araç olarak kullanılmaktadır. Seçilen mimari ve obje ölçeğindeki arkeolojik buluntular, katı modelleme ve fotoğraf temelli modelleme ile yeniden canlandırılmıştır. İki modelleme yöntemi, kalıntıların taşıdığı tarihi ve kültürel bilginin aktarımı ve bağlam ile ilişkilerinin doğruluğunu oluşturmak açısından karşılaştırılmıştır. Arkeolojik malzemenin katı modelleme ve fotoğraf temelli modellemeleri örtüştürülerek bir dijital koruma yöntemi önerilmiştir.
  • 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.
  • 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.
    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.
  • Article
    Citation - WoS: 1
    Citation - Scopus: 1
    Bio-Based Material Integration Into Computational Form-Finding Tools by Introducing Tensile Properties in the Case of Bacterial Cellulose-Based Composites
    (Sage Publications Ltd, 2023) Turhan, Gozde Damla; Varinlioglu, Guzden; Bengisu, Murat
    Recent studies in digital design and fabrication processes focus on the potentials of using biological systems in nature as mathematical models or more recently as bio-based materials and composites in various applications. The reciprocal integration between mechanical and digital media for designing and manufacturing bio-based products is still open to development. The current digital form-finding scripts involve an extensive material list, although bio-based materials have not been fully integrated yet. This paper explores a customized form-finding process by suggesting a framework through mechanically informed material-based computation. Bacterial cellulose, an unconventional yet potential material for design, was explored across its biological growth, tensile properties, and the integration of datasets into digital form finding. The initial results of the comparison between digital form finding with conventional materials versus mechanically informed digital form finding revealed a huge difference in terms of both the resulting optimum geometry and the maximum axial forces that the geometry could actually handle. Although this integration is relatively novel in the literature, the proposed methodology has proven effective for enhancing the structural optimization process within digital design and fabrication and for bringing us closer to real-life applications. This approach allows conventional and limited material lists in various digital form finding and structural optimization scripts to cover novel materials once the quantitative mechanical properties are obtained. This method has the potential to develop into a commercial algorithm for a large number of bio-based and customized prototypes within the context of digital form finding of complex geometries.
  • Conference Object
    Citation - WoS: 4
    Citation - Scopus: 10
    Computational Thinking and the Architectural Curriculum Simple To Complex or Complex To Simple?
    (Ecaade-Education & Research Computer Aided Architectural Design Europe, 2016) Varinlioglu, Guzden; Halici, Suheyla Muge; Alacam, Sema
    Recent trends in architectural education and practice have encouraged the use of computational tools and methods for solving complex design problems. Newer technology can augment the design process by applying progressively more-advanced computational tools. However, the complex nature of these tools can lead to students getting lost at the skill-building stage, they can become trapped in computational design terminology, leading to designs of limited spatial quality. This paper introduces a pilot study from Izmir University of Economics (IUE) for the integration of computational design technology in the undergraduate architectural curricula, based on a workshop series using a top-down teaching strategy.
  • Article
    Arkeolojide Sayısal Olanaklarla Sergi Tasarımı
    (2018) Gülpınar, Ece Küreli; Varinlioğlu, Güzden; Kadıoğlu, Musa
    Bu çalışmada, arkeolojik buluntuların sayısal olanaklarla canlandırılması ve paylaşılması için bir model-leme ve etkileşim sisteminin tasarlanması amaçlanmıştır. Öncelikle İzmir Sığacık’ta bulunan antik ticaret yolları üzerindeki Teos şehri pilot proje olarak kullanılarak, mimari eserlerin analizleri yapıl-mıştır. Sağlanan veriler ile sayısal kütüphanenin temeli atılmış ve geleneksel yöntemlerle zaman alan modelleme işlemlerinin sistematik bir temele oturtulması hedeflenmiştir. Modellenen binalar, arkeo-loglarla paylaşılarak kritikler alınmış ve arkeoloğun binayı üç boyutlu analizine yardımcı olunmuştur. Modellerin malzeme, renk ve ışık ayarları yapılarak iki ve üç boyutlu renderlemeler hazırlanmıştır. Etkileşim tasarımı aşamasında, önceki aşamalarda üretilen içeriğin ve uygulamaların son kullanıcıya sunulmak üzere sanal gerçeklik ortamına aktarılmıştır. Ortaya çıkan sanal ve artırılmış gerçeklik uygulamalarını akademisyenler ve yerel yönetimler ile en etkili yollardan paylaşımının yanı sıra, sayısal üretim yöntemleri ile üretilmiş fiziksel maketlerin sergilenmesi sağlanmıştır.
  • Book Part
    Citation - WoS: 3
  • Conference Object
    Citation - Scopus: 5
    Work of Art in the Age of Metaverse: Exploring Digital Art Through Augmented Reality
    (Education and research in Computer Aided Architectural Design in Europe, 2022) Varinlioglu G.; Oguz K.; Turkmen D.; Ercan I.; Turhan G.D.
    The creation of artworks in the metaverse as unique files that exist on a blockchain world of the non-fungible tokens (NFTs) have revitalized discussions over the uniqueness of a work of art. Similar to the art world market in Second Life, this has presented a novel way to collect imported or natively digital art. This raises the following questions: What are the processes that artwork undergoes in the web 3.0 or metaverse? What constitutes the reproduction/recreation of a work of art? Which tools can be exploited to create more content for this universe? How does this new approach affect ownership, scarcity and authenticity? Unlike art productions that find a place in museums or galleries, Darağaç Art Collective independently uses the streets both as their location, and as their canvas. This creates the need to store the artworks as fully as possible in any form available. With this aim, a team of architects, designers and software engineers designed, implemented and tested a mobile application to represent and recreate the experience of the artworks in the digital environment. The artworks of independent artists were collected virtually and compiled in a relational database over the years, and are displayed in their geographical coordinates, and represented in the 3D world. After discussion on how to represent the artworks, it was decided that some only exist in videos and photographs, therefore, we decided to use the archaeology of digital data and present them in 3D space, to ensure their continued existence once they had been performed or exhibited. Illustrated by the case of our augmented application, this paper discusses the reproduction of ownership and scarcity of artworks in terms of preserving a cultural heritage in the metaverse. © 2022, Education and research in Computer Aided Architectural Design in Europe. All rights reserved.