About
8
Publications
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Introduction
Ph.D. candidate in Architectural Design Computation program at Istanbul Technical University. Research Assistant at ITU Faculty of Architecture from September 2014 to July 2021. Skilled in architectural design, virtual reality, level design, game design, project management, graphic design and visualization, and teaching in the higher education industry.
Additional affiliations
January 2016 - July 2019
Crytek Istanbul
Position
- Designer
Description
- Conducting VR and Level Design R&D projects at Crytek via İTÜNOVA TTO.
Education
February 2012 - June 2014
September 2007 - January 2012
Publications
Publications (8)
In this paper, we propose a VR design tool framework called DREAMSCAPE, which adopts a direct manipulation approach focusing on embody, experience, and manipulation activities in design. The framework defines a VR design process using intuitive controls without being limited by the preconceptions of conventional CAD systems. To establish and demons...
The sudden change of design education into a distance education model due to the global pandemic in recent years has posed additional challenges for first-year architecture students, who have no prior design education foundation. These developments have forced instructors to tailor their tools and curricula to the changing situation. Considering th...
Brain-computer interfaces (BCI) use electrophysiological measures of brain functions to send inputs to a computer from a new non-muscular channel. In this entry, the use of electroencephalography (EEG) is introduced as a BCI input for virtual reality (VR). A VR minigame is developed to showcase the use of EEG as an input in VR. With EEG, using the...
According to The UN Refugee Agency (UNHCR) data (UNHCR, 2018), the World is witnessing the highest levels of displacement on record. An unprecedented 68.5 million has been forcibly displaced worldwide. Turkey is affected from various reasons for these displacements and hosted one of the largest number of refugees worldwide. Generative tools and app...
Architectural thinking is constantly with the increase in technological capabilities of computational power over the design process. Computational tools for architecture have gone beyond their usual use in representation and practice. Architects use computational support as an amplifier of their cognitive capabilities, to explore various solutions....
Our existence is temporal and spatial. Therefore the design of time and space is essential in narrative. As a form of design work in which the production and consumption cycles entirely take place in a digital medium, video games can also give us new perspectives on the experiential and representational relationships of the physical architecture, e...
Bu çalışmada, sanal gerçeklikte mekan deneyimleyen kullanıcıların duygu ve konsantrasyon durumlarındaki değişimler ile, etraflarındaki sanal mimari çevreyle dinamik bir etkileşim kurulması hedeflenmektedir. Çalışmada, sanal çevreye çeşitli müdahalelerde bulunmak üzere kullanıcı tarafından belirlenen zihinsel komutların oluşturduğu beyin dalgası örü...
İnsanoğlunun varoluşu zamansal ve mekânsaldır. Eylemleri mekanların içinde zamansal olarak deneyimleriz. Hikayeler anlatırken de -duygularımıza da hitap edecek şekilde- gerçekliği taklit eden uzam-zamansal bir kurgu tasarlarız. Anlatıda zaman ve mekanın tasarımı temeldir. Çağlar boyunca insanoğlu hikayesini değişen anlatı biçimlerinde anlatagelmişt...
Projects
Projects (2)
We conceptualized dreamscapes as a middle ground between imagination and perception, where designers are bodily present in their ideas as they conceive them. The concept is not unlike dreams, where the creator of the environment is also the one exploring and interacting with it. It allows users to experience their architectural creations by building and interacting with them in virtual reality. The framework aims to unlock the architectural design potentials of immersive virtual reality which can reach beyond the preconceptions of 3D modeling and offers users new and intuitive ways to see, perceive, and interact with the designed space.
Game engines, which are primarily used for developing video games in the entertainment industry, have become tools that can be used when solving real-life problems, thanks to their ability to produce realistic visuals, to quickly perform complex computations, to facilitate interaction and to simulate real-life conditions. Our bBox project offers an emergency container shelter design tool that combines the computing power of these engines with designer initiative.