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

11

SUSTAINABLE CITIES AND COMMUNITIES
SUSTAINABLE CITIES AND COMMUNITIES Logo

9

Research Products

4

QUALITY EDUCATION
QUALITY EDUCATION Logo

5

Research Products

8

DECENT WORK AND ECONOMIC GROWTH
DECENT WORK AND ECONOMIC GROWTH Logo

4

Research Products

12

RESPONSIBLE CONSUMPTION AND PRODUCTION
RESPONSIBLE CONSUMPTION AND PRODUCTION Logo

3

Research Products

9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
INDUSTRY, INNOVATION AND INFRASTRUCTURE Logo

5

Research Products

15

LIFE ON LAND
LIFE ON LAND Logo

1

Research Products

6

CLEAN WATER AND SANITATION
CLEAN WATER AND SANITATION Logo

1

Research Products

1

NO POVERTY
NO POVERTY Logo

0

Research Products

7

AFFORDABLE AND CLEAN ENERGY
AFFORDABLE AND CLEAN ENERGY Logo

1

Research Products

10

REDUCED INEQUALITIES
REDUCED INEQUALITIES Logo

0

Research Products

14

LIFE BELOW WATER
LIFE BELOW WATER Logo

2

Research Products

2

ZERO HUNGER
ZERO HUNGER Logo

1

Research Products

13

CLIMATE ACTION
CLIMATE ACTION Logo

1

Research Products

5

GENDER EQUALITY
GENDER EQUALITY Logo

0

Research Products

16

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

0

Research Products

17

PARTNERSHIPS FOR THE GOALS
PARTNERSHIPS FOR THE GOALS Logo

0

Research Products

3

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

0

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

18

Citations

72

Scholarly Output

27

Articles

7

Views / Downloads

40/157

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

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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

Scopus Quartile Distribution

Competency Cloud

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Scholarly Output Search Results

Now showing 1 - 10 of 26
  • Book Part
    Citation - WoS: 3
  • 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.
  • 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.
  • 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.
  • Article
    Citation - WoS: 3
    Understanding Virtual Reality Applications in Digital Heritage Through Teos
    (Yildiz Technical Univ, Fac Architecture, 2020) Varinlioglu, Guzden
    This paper aims at proposing a model for virtual reality design studies by presenting the case of TeosVR, in which our interdisciplinary research group created a three-dimensional repository of the architectural heritage of the ancient city of Teos. It offers a three-dimensional modeling system with the capability of incorporating in situ data of archaeological remains and interpretative reconstructions for an excavation site with limited restitution data. Furthermore, the tools of the project go beyond traditional practices including data gathering, documenting, indexing, and analysis, and are also employed in generating virtual experience. Thus, the application created a platform to enhance interactions among experts of various disciplines.
  • Conference Object
    Citation - WoS: 1
    Citation - Scopus: 3
    Dynamic Relaxation Simulations of Bacterial Cellulose-Based Tissues
    (Ecaade-Education & Research Computer Aided Architectural Design Europe, 2020) Turhan, Gozde Damla; Varinlioglu, Guzden; Bengisu, Murat
    In this paper, a sample of a bacterial cellulose-based tissue is studied in terms of its tectonics by presenting a framework that proposes a transition from digital to physical in terms of design and fabrication. First, sample tissue is digitally modeled and optimized through dynamic relaxation of spring-particle systems by simulating bending behavior; secondly, the tissue is materialized in a form of a biocomposite out of plant cellulose as a fabric out of fiber network for reinforcement, and bacterial cellulose, as the membrane. As the last step, the results are discussed in terms of the deflection, tensile stress lines and bending moment. This framework anticipates a number of methodologies from design and biology, combined with digital fabrication technologies in new ways to change the processes, augment the quality of ideas and outcomes; thus, question the perception of making spaces for living.
  • Master Thesis
    Adaptation of Buca House Plan Typology Through Shape Grammar
    (İzmir Ekonomi Üniversitesi, 2020) Ergin, Erdem; Varinlioğlu, Güzden
    Bu tez, geleneksel konut planı özelliklerinin uyarlanmasıyla çağdaş konut planları oluşturmayı amaçlar. Bu bağlamda İzmir'in Buca bölgesini çalışma alanı olarak seçer. Geleneksel Türk Evleri'nin plan özelliklerini inceler ve Geleneksel Buca Evi üzerinde odaklanır. Çalışma plan kurgusunu, mekân organizasyonu özelinde inceler. Günümüze adapte edebilmek için modern yaşamın tanımını araştırır ve modern evleri inceler. Geleneksel konut özelliklerini modern yaşama uygun yeni konut tipine adapte eder. Çalışma bu işlemi biçim grameri hesaplamalı tasarım yöntemi ile yapar. Çalışma sonucunda Geleneksel Buca Evi mekân organizasyonu kurallarına sahip ve modern yaşamın standartlarına uygun plan tipleri ortaya çıkar.
  • Conference Object
    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
    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.