Alankuş, Gazihan
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Alankus, G
Alankus, Gazihan
Alankus, Gazihan
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gazihan.alankus@ieu.edu.tr
Main Affiliation
05.11. Mechatronics Engineering
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Current Staff
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Sustainable Development Goals

Documents
20
Citations
860
h-index
14

Documents
16
Citations
510

Scholarly Output
17
Articles
6
Views / Downloads
26/523
Supervised MSc Theses
3
Supervised PhD Theses
0
WoS Citation Count
228
Scopus Citation Count
342
WoS h-index
5
Scopus h-index
6
Patents
0
Projects
4
WoS Citations per Publication
13.41
Scopus Citations per Publication
20.12
Open Access Source
7
Supervised Theses
3
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17 results
Scholarly Output Search Results
Now showing 1 - 10 of 17
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.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: 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.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.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.Conference Object Retinex-Fusion: A Novel Paradigm for Ultra-Low Light Image Enhancement(Institute of Electrical and Electronics Engineers Inc., 2025) Turkan, Mehmet; Sen, Sena Yagmur; Alankus, GazihanConference Object Citation - WoS: 28Citation - Scopus: 50Public Transport Route Planning: Modified Dijkstra's Algorithm(IEEE, 2017) Bozyigit, Alican; Alankus, Gazihan; Nasiboglu, EfendiPublic transport applications, which aim to propose the ideal route to end users, have commonly been used by passengers. However, the ideal route for public transport varies depending on the preferences of users. The shortest path is preferred by most users as a primary criterion for the ideal route. According to our research, Dijkstra's Algorithm is mostly used in order to find shortest path. However, Dijkstra's Algorithm is not efficient for public transport route planning, because it ignores number of transfers and walking distances. Thus, in order to minimize these shortcomings, Dijkstra's Algorithm is modified by implementing penalty system in our study. Additionally, our modified algorithm is tested on the real world transport network of Izmir and compared with the results of Dijkstra's Algorithm. It is observed that our modified algorithm is quite efficient for route planning in the public transport network in terms of the number of transfers, distance of proposed route and walking distance.Article Citation - WoS: 57Citation - Scopus: 74Single-Image Colorimetric Water Quality Detection Using a Smartphone(Amer Chemical Soc, 2018) Kilic, Volkan; Alankus, Gazihan; Horzum, Nesrin; Mutlu, Ali Y.; Bayram, Abdullah; Solmaz, Mehmet E.In this paper, we present a smartphone platform for colorimetric water quality detection based on the use of built-in camera for capturing a single-use reference image. A custom-developed app processes this image for training and creates a reference model to be used later in real experimental conditions to calculate the concentration of the unknown solution. This platform has been tested on four different water quality colorimetric assays with various concentration levels, and results show that the presented platform provides approximately 100% accuracy for colorimetric assays with noticeable color difference. This portable, cost-effective, and user-friendly platform is promising for application in water quality monitoring.

