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Architect and academic with a Ph.D. in Architectural Design Computing from Istanbul Technical University. Professional experience includes architectural design, virtual reality, game design, level design, project management, graphic design and visualization, and teaching in higher education. Academic research areas include architectural design computation, virtual and augmented reality, computer graphics and video games, design cognition, and brain-computer interfaces.
January 2016 - July 2019
- Conducting VR and Level Design R&D projects at Crytek via İTÜNOVA TTO.
September 2014 - July 2021
- Research Assistant
- Teaching architectural design and design visualization courses in undergraduate and graduate levels while participating in architectural design computation research.
February 2012 - August 2014
- Research Assistant
- Been offered a T.A. position upon graduating with a bachelor’s degree as the class valedictorian. Assisted architectural design courses in undergraduate level.
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...
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...
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...
Virtual Reality (VR) is a powerful medium to design and experience architecture which researchers and practitioners are currently exploring with increasing interest. This paper investigates the impact of the use of VR in architectural design. We developed an interactive VR design tool by using the Unreal Engine 4 game engine, Dreamscape Bricks VR,...
There is a growing dwelling problem on a global scale. The crisis is getting more severe each day with incidents like war and pandemics, which resulted in some groups seeking alternative life scenarios. Therefore, expanding the research related to housing and answering these needs become obligatory. Game engines and procedural generation have been...
Virtual reality (VR) technology has attracted increasing interest as a medium for architectural design and experience, enabling users to interact with immersive digital environments that simulate reality in real time. This study introduces the DREAMSCAPE framework, which adopts a direct manipulation approach and emphasizes embodiment, experience, a...
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...
Existence of humankind is temporal and spatial. Our experiences of acts are temporal and take place in spaces. When we tell stories, we design a spatiotemporal construction which mimics the reality while addressing to our deeper senses. Therefore the design of time and space is essential in narrative. Through ages, humankind has been telling their...