Alankuş, Gazihan
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Alankus, G
Alankus, Gazihan
Alankus, Gazihan
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gazihan.alankus@ieu.edu.tr
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05.11. Mechatronics Engineering
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Current Staff
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1NO POVERTY
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2ZERO HUNGER
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3GOOD HEALTH AND WELL-BEING
3
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4QUALITY EDUCATION
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5GENDER EQUALITY
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6CLEAN WATER AND SANITATION
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7AFFORDABLE AND CLEAN ENERGY
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8DECENT WORK AND ECONOMIC GROWTH
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9INDUSTRY, INNOVATION AND INFRASTRUCTURE
2
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10REDUCED INEQUALITIES
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11SUSTAINABLE CITIES AND COMMUNITIES
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12RESPONSIBLE CONSUMPTION AND PRODUCTION
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14LIFE BELOW WATER
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16PEACE, JUSTICE AND STRONG INSTITUTIONS
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Documents
20
Citations
860
h-index
14

Documents
16
Citations
510

Scholarly Output
17
Articles
6
Views / Downloads
36/131
Supervised MSc Theses
3
Supervised PhD Theses
0
WoS Citation Count
228
Scopus Citation Count
342
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0
Projects
4
WoS Citations per Publication
13.41
Scopus Citations per Publication
20.12
Open Access Source
7
Supervised Theses
3
| Journal | Count |
|---|---|
| 19th International Conference on Innovations in Intelligent Systems and Applications, INISTA 2025 - Proceedings -- 19th International Conference on Innovations in Intelligent Systems and Applications, INISTA 2025 -- 29 October 2025 through 31 October 2025 -- Ras Al Khaimah -- 217522 | 1 |
| 2017 Internatıonal Conference on Computer Scıence And Engıneerıng (Ubmk) | 1 |
| Acs Omega | 1 |
| AIP Conference Proceedings | 1 |
| Conference on Human Factors in Computing Systems - Proceedings | 1 |
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17 results
Scholarly Output Search Results
Now showing 1 - 10 of 17
Article Citation - WoS: 6Citation - Scopus: 6Eeg-Based Neglect Assessment: a Feasibility Study(Elsevier Science Bv, 2018) Khalaf, Aya; Kersey, Jessica; Eldeeb, Safaa; Alankus, Gazihan; Grattan, Emily; Waterstram, Laura; Skidmore, ElizabethBackground: Spatial neglect (SN) is a neuropsychological syndrome that impairs automatic attention orienting to stimuli in the contralesional visual space of stroke patients. SN is commonly assessed using paper and pencil tests. Recently, computerized tests have been proposed to provide a dynamic assessment of SN. However, both paper- and computer-based methods have limitations. New method: Electroencephalography (EEG) shows promise for overcoming the limitations of current assessment methods. The aim of this work is to introduce an objective passive BO system that records EEG signals in response to visual stimuli appearing in random locations on a screen with a dynamically changing background. Our preliminary experimental studies focused on validating the system using healthy participants with intact brains rather than employing it initially in more complex environments with patients having cortical lesions. Therefore, we designed a version of the test in which we simulated SN by hiding target stimuli appearing on the left side of the screen so that the subject's attention is shifted to the right side. Results: Results showed that there are statistically significant differences between EEG responses due to right and left side stimuli reflecting different processing and attention levels towards both sides of the screen. The system achieved average accuracy, sensitivity and specificity of 74.24%, 75.17% and 71.36% respectively. Comparison with existing methods: The proposed test can examine both presence and severity of SN, unlike traditional paper and pencil tests and computer-based methods. Conclusions: The proposed test is a promising objective SN evaluation method. Published by Elsevier B.V.Article Citation - WoS: 2Citation - Scopus: 5DISSEMINATION OF DIGITAL HERITAGE THROUGH GAME-BASED LEARNING(Middle East Technical Univ, 2019) Varinlioglu, Guzden; Alankus, Gazihan; Aslankan, Ali; Mura, GokhanSerious 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.Book Part Enhancing Gamepad Fps Controls With Tilt-Driven Sensitivity Adjustment(Peter Lang Publishing Group, 2019) Alankuş G.; Eren A.A.Playing a first person shooter (FPS) game using a gamepad is inherently more difficult than playing it with a mouse. In this study, we propose a novel input method for gamepads to improve the FPS aim task. We take a user-centric approach to identify unused secondary motions to be indicative of players' intents. We consider the gamepad tilt as a secondary motion that users naturally perform while playing with the gamepad, and interpret it as the intent of the user to move the FPS aim faster. We use a tilt sensor to detect the amount of tilt, and use it to increase the sensitivity of the gamepad analog joystick when the gamepad is tilted. We compare this to two other input methods: A pure gamepad and a tilt-aim scheme. Our experiments show that our approach is statistically better than the tilt-aim approach, and is comparable with the pure gamepad approach. © Peter Lang GmbH Internationaler Verlag der Wissenschaften Berlin 2020. All rights reserved.Conference Object Citation - Scopus: 50Reducing Compensatory Motions in Video Games for Stroke Rehabilitation(2012) Alankus G.; Kelleher C.Stroke is the leading cause of long-term disability among adults in industrialized nations; approximately 80% of people who survive a stroke experience motor disabilities. Recovery requires hundreds of daily repetitions of therapeutic exercises, often without therapist supervision. When performing therapy alone, people with limited motion often compensate for the lack of motion in one joint by moving another one. This compensation can impede the recovery progress and create new health problems. In this work we contribute (1) a methodology to reliably sense compensatory torso motion in the context of shoulder exercises done by persons with stroke and (2) the design and experimental evaluation of operant-conditioning-based strategies for games that aim to reduce compensatory torso motion. Our results show that these strategies significantly reduce compensatory motions compared to alternatives. Copyright 2012 ACM.Master Thesis Exam Planner: a Mobile Application for Motivating Students To Study for Exams(İzmir Ekonomi Üniversitesi, 2017) Diker, Yiğit; Alankuş, GazihanSınav dönemlerini planlamak ve planladıkları programa uyarak çalışmak birçok lisans öğrencisinin problemidir. Sınav dönemleri çok stresli ve yoğun olduğu için kimi öğrenci program oluşturmakta güçlük çeker. Kimisi de programı oluştursa bile bu programa sadık kalmakta zorlanmaktadır. Hatta sadece onları çalışmaya teşvik edecek kişiler veya hedefler olmaması bile bazen programlarını yerine getirememelerine neden olmaktadır. Biz lisans öğrencilerine sınav dönemlerini planlamaları ve planlarına sadık kalarak çalışmalarını sürdürmeleri için bir mobil uygulama geliştiriyoruz. Bu uygulamada stresli ve yoğun sınav dönemlerinde program oluşturmakta zorluk çeken öğrencilere bize verdikleri ders çalışma alışkanlıkları bilgileri ile ders çalışma programları oluşturuyoruz. Oluşturulan programlara sadık kalmaları için motivasyon arttırıcı hatırlatmalar ile onları çalışmaya teşvik ediyoruz. Uygulamanın yapım aşaması için öğrencilerle yapılan görüşmeler, ürün haline geldikten sonraki öğrenciler üzerindeki etkisi ve öğrencilerin uygulamaya bakış açıları öğrencilerden gelen veriler ile değerlendirilmektedir.Article Citation - WoS: 111Citation - Scopus: 130Quantifying Colorimetric Tests Using a Smartphone App Based on Machine Learning Classifiers(Elsevier Science Sa, 2018) Solmaz, Mehmet E.; Mutlu, Ali Y.; Alankus, Gazihan; Kilic, Volkan; Bayram, Abdullah; Horzum, NesrinA smartphone application based on machine learning classifier algorithms was developed for quantifying peroxide content on colorimetric test strips. The strip images were taken from five different Android based smartphones under seven different illumination conditions to train binary and multi-class classifiers and to extract the learning model. A custom app, ChemTrainer, was designed to capture, crop, and process the active region of the strip, and then to communicate with a remote server that contains the learning model through a Cloud hosted service. The application was able to detect the color change in peroxide strips with over 90% success rate for primary colors with inter-phone repeatability under versatile illumination. The utilization of a grey-world color constancy image processing algorithm positively affected the classification accuracy for binary classifiers. The developed app with a Cloud based learning model paves the way for better colorimetric detection for paper-based chemical assays. (C) 2017 Elsevier B.V. All rights reserved.Research Project Sanal Dünyalarda Sözlü Çeviri ve Sözlü Çeviri Eğitimi(2017) Kayacan, Yasin Sinan; Parıltı, Yiğit Can; Künan, Mert; Şahin, Mehmet; Diriker, Yeşim Ebru; Altıntaş, Özge; Alankuş, GazihanTeknolojinin sözlü çeviride ve sözlü çeviri eğitiminde kullanılması giderek yaygınlaşan bir uygulama haline gelmiş ve her iki sürece olumlu katkılar sunmuştur. Üç boyutlu sanal dünyalar gerçeğe yakın öğrenme ve uygulama ortamı yaratarak mevcut uygulamaları zenginleştirme ve geliştirme imkânı sunmaktadır. İngilizce-Türkçe sözlü çeviri eğitiminde eğitmen-öğrenci etkileşimini koruyarak bağımsız çalışmayı mümkün kılmak, Türkçe eğitim materyallerinin sayısını artıracak bir bütünce oluşturmak, uzaktan çeviri eğitimini sağlamak ve öğrenciler için ilgi çekici ve yenilikçi bir öğrenme ortamı sunmak amacıyla yola çıkan TÜBİTAK destekli Sanal Dünyalarda Sözlü Çeviri ve Sözlü Çeviri Eğitimi Projesi Türkiye bağlamında büyük bir boşluğu doldurmuştur. Popüler bir üç boyutlu sanal dünya olan Second Life’ın proje amaçları doğrultusunda değiştirilen kullanıcı sürümü ile birlikte çalışan ÇEV-VİR App geliştirilerek yaratılan öğrenme ve uygulama ortamında (bundan sonra ÇEVVİR olarak anılacaktır) öğrenciler çeviri türü (ardıl, eşzamanlı, yazılı metinden sözlü çeviri), konu başlığı, zorluk derecesi gibi farklı kıstaslara göre bağımsız olarak çeviri alıştırmaları yaptılar ve profesyonel çevirmenler bu ortamda bizzat uygulama yaptılar. Her iki grup deneyimlerinden yola çıkarak oluşturulan bu yeni sistemi değerlendirdiler. Öğrencilerin ve profesyonel çevirmenlerin anket sorularına verdikleri cevaplar, öğrencilerin ÇEV-VİR ve klasik laboratuvar ortamındaki performansları ve sözlü çeviri dersi veren akademisyenlerin görüşleri analiz edilmiştir. Analizlerden elde edilen bulgulara göre sözlü çeviri eğitiminde üç boyutlu sanal dünyaların kullanılması hem çeviri öğrencileri hem de profesyonel çevirmenler tarafından olumlu bir katkı olarak karşılanmıştır. Yeni öğrenme ortamının kendi kendine öğrenmeyi kolaylaştırdığı ve Türkçe materyal eksikliğini tamamladığı, çevirmenlerin mesleki gelişimi için bir araç olarak görülebileceği, öğrencilere geri bildirim sağlayabilme özelliğinin bu tür bir aracı sözlü çeviri derslerine de entegre edilmesine olanak tanıdığı analizlerden çıkan genel sonuçlar arasındadır. Proje, bu tür bir öğrenme ve uygulama ortamının hazırlanması için gerekli eğitim bilimsel ve teknik altyapının özellikleri hakkında bir yol gösterici çalışma olarak başarıyla sonuçlanmıştır.Article Citation - WoS: 3A Public Transport Route Recommender Minimizing the Number of Transfers(Yildiz Technical Univ, 2018) Bozyigit, Alican; Alankus, Gazihan; Nasibov, EfendiPublic transport is preferred by most of the people since it provides various advantages. As a result, many route-planning applications are developed for users of public transport. The general aim of these applications is proposing the ideal route for a given destination; however, there are various route-planning criteria for public transport. According to our research, the number of transfers is seen as the primary criterion for the route planning by most users. In this study, an approach for public transport is proposed in order to recommend the route that is comprised of minimum number of transfers. In this approach, Space P and a pareto optimal solution are used for modelling network, then Breadth First Search is modified to plan the ideal route on the modelled network. Furthermore, the proposed approach is experimented on the public transport network of Izmir. It is proved that from any source to any target, our route recommender returns the path with the minimum number of transfers optimally within milliseconds.Article Citation - WoS: 18Citation - Scopus: 22Reducing Compensatory Motions in Motion-Based Video Games for Stroke Rehabilitation(Taylor & Francis Inc, 2015) Alankus, Gazihan; Kelleher, CaitlinStroke survivors' unsupervised therapeutic exercise motions are often accompanied by harmful compensatory motions that prevent proper motor recovery and introduce additional health issues. These compensatory motions are often performed unconsciously and are difficult to prevent. Motion-based games show promise for motivating patients to perform stroke rehabilitation exercises at home by themselves. Currently, exercises with these games are likely to contain undesired compensatory motions. In this article, we provide the design and empirical evaluation of a motion-based game system that addresses the issue of compensation in therapeutic games. We introduce a technique to identify and measure compensation, develop a game that meaningfully uses exercise and compensation as inputs, and use incentives and disincentives to reduce compensation. We show that this technique outperforms existing approaches by significantly reducing compensatory motions during therapeutic exercise. This has important implications for therapeutic games, which can use our findings to improve the quality of motions to be closer to therapist-supervised motions. Our techniques can increase the effectiveness of therapeutic games and reduce the possibility that they may cause harm in long-term use.Book Part Citation - Scopus: 2Virtual Worlds as a Contribution To Content and Variety in Interpreter Training: the Case of Turkey(Peter Lang AG, 2020) Eraslan Ş.; Şahi̇n, Mehmet; Alankuş G.; Altıntaş Ö.; Kaleş, Damla; Altıntaş, Özge; Eraslan, Şeyda; Alankuş, GazihanOver the last decade, virtual worlds have proved to be a productive, motivating and innovative environment for learning and teaching. In this study, we aim to gain an insight into interpreting students' and professionals' attitudes towards a virtual learning platform developed within the scope of the ÇEV-VI?R learning environment. With this aim in mind, interpreting students' performances across different settings - conventional interpreting laboratory and 3D virtual world - were compared in terms of fluency, defined for the purposes of the study as pauses and repairs. Surveys administered to both students and professionals were analysed in order to evaluate possible contributions of virtual worlds to interpreter training as well as to the professional development of interpreters. The analyses of surveys, carried out before and after experiments with students and trials by professionals, suggest that this innovative learning and practice environment has significant potential and can be integrated into interpreting education for self-directed, interactive and independent study. © Peter Lang AG 2020. All rights reserved.

