LEE- Mimari Tasarım Lisansüstü Programı
Bu topluluk için Kalıcı Uri
Gözat
Yazar "Özkan Yıldız, Dilek" ile LEE- Mimari Tasarım Lisansüstü Programı'a göz atma
Sayfa başına sonuç
Sıralama Seçenekleri
-
ÖgeAn architectural research framework for the neuroscience of human experience(Graduate School, 2023-10-24) Karakaş, Tülay ; Özkan Yıldız, Dilek ; İnce, Gökhan ; 502142009 ; Architectural DesignThe relationship between architecture and neuroscience is an ever-evolving research field forcing the architecture community to explore new theoretical, methodological, and practical approaches. The developments in neuroscience and cognitive sciences and the expanding knowledge of the human brain primarily contribute to understanding human experience and the experiential use of an environmental setting. As an architect, Albright (2020) asked what architects can do with this new knowledge of brain function, and I furthered the question by asking how architects can study with this new knowledge of brain function. Accordingly, the twofold aim of the dissertation is determined as 1) to investigate the neuroscience approach in architecture with an emphasis on the neuroscience of human experience and 2) to develop an architectural research framework for the neuroscience of human experience. With this aim in mind, multiple objectives are produced: 1) developing an overarching conceptual framework for the neuroscience approach in architecture, including elaborating theoretical discourses, methodological approaches, and practical implementations, and 2) building new knowledge on the neuroscience of human experience in architecture. To achieve the aim and objectives of the thesis, an integrated thesis is conducted, consisting of three independent research based on published papers along with introductory and concluding chapters. Each published research paper has its method, while the thesis has a methodological technique to link them into a cohesive conclusion, which is developing an architectural research framework for the neuroscience of human experience. The research papers are examined iteratively to construe insights for developing an architectural research framework for the neuroscience of human experience. Eventually, the thesis method relies upon the literature search to develop an architectural research framework and the knowledge gained from the three research papers.
-
ÖgeKentsel mekan deneyiminde dijital manipülasyon(Lisansüstü Eğitim Enstitüsü, 2023-01-25) Kahraman, Hilal ; Özkan Yıldız, Dilek ; 502181046 ; Mimari Tasarımİnsan ve kent karşılıklı etkileşim içindedir; kentin deneyimle şekillenmesi gibi, insan da kentin onun üzerinde bıraktığı etkiyle şekillenir. Bu karşılıklı ilişkinin odağında yatan ve çalışmanın temel meselesini oluşturan deneyim, mekana dair ilişki kurmanın en iyi yöntemlerinden biri olması sebebiyle tez kapsamında yürüme eylemi üzerinden ele alınmaktadır. Mekana dair algılarımızı besleyen yürüme eylemi kentsel mekanın keşfi için de önemli bir mekansal pratiktir. Literatürde kentin kaşifi flanör figürüyle anılır; ancak değişen alışkanlıklar yeni kent kaşifi figürlerini de ortaya çıkarmıştır. Dijital çağda kentsel mekan internet ve akıllı telefonlar aracılığıyla, yalnızca fiziksel erişilebilir olma durumunun sınırlarını aşarak sanal ve hibrit mekanda da erişilebilir hale gelmiştir. Bu hibrit deneyime fiziksel olarak bir mekanda bulunmasına karşın kişinin deneyimini dijital araçlarla da destekleyen phoneur figürünü örnek verebiliriz. Yeni bir kent figürünün dönüşen çağdaki kentsel mekan deneyimi, tez kapsamında konum tabanlı mobil bir oyun olan Pokémon GO üzerinden ele alınmaktadır. Bu oyunda fiziksel mekanda bedenin hareketliliği, oyunun anlatısı aracılığıyla mobil cihazın sağladığı dijital rota üzerinden yönlendirilmektedir. Oyunun dijital anlatısının bireyin algısal deneyimini de yönlendirebilme potansiyeli taşıdığı konusundaki merak, araştırmayı tetikleyen ''dijital medya çağı konum tabanlı mobil oyunlar aracılığıyla kentsel mekan deneyimini nasıl etkilemektedir?'' sorusunu oluşturmuştur. Çalışma kapsamında amaca yönelik ve keyfi olarak gerçekleştirilen yürüme eylemlerinin kentsel mekan deneyimiyle olan ilişkisi, phoneur (Pokémon GO oyuncuları) ve kent gezgini flanör üzerinden yapılan saha çalışması yardımıyla kıyaslamalı olarak incelenmiştir. Flanör ve phoneur kent kaşifi figürlerinin birbirinden farklı olabilecek odaklanmışlık durumuna bağlı olarak şekillenen algısal seçiciliğin, kentsel mekandaki anlatıyı, keşfi ve rota seçimini nasıl etkilediğinin araştırılması çalışmanın hedeflerindendir. İçindeki yaşantıyla anlam kazanan kenti fiziksel ve sosyal bir olgu olarak ele alan mimarlık için, dönüşen çağdaki kentsel mekan deneyimi yorumlarını incelemek kentin mekan açılımlarını okuyabilmek ve onu anlayabilmek için oldukça önemlidir. Çalışma kapsamında öncelikle literatür taraması yapılmış ve kullanılacak olan kavramsal çerçeve açıklanmıştır. Ardından araştırma kapsamında kullanılacak olan yöntemde birbirini desteklemek amacıyla üç ayaklı veri toplama tekniği kullanılmıştır. Bunlar yürüme eylemi, anket ve bilişsel haritalama tekniğidir. İlk aşama olan yürüme eyleminde toplamda 40 kişiden oluşan katılımcı grubu, flanör ve Pokémon GO oynayarak yürüyüşünü gerçekleştiren phoneur olarak ikiye ayrılmış ve Sultanahmet bölgesinde farklı gün ve zamanlarda 20 dakikalık yürüyüşler gerçekleştirmişlerdir. Gezinti sonrasında araştırma için gerekli veriyi çıkarabilmek amacıyla katılımcılara anket çalışması ve bilişsel haritalama tekniği uygulanmıştır. Toplanan tüm cevapların üst üste çakıştırılmasıyla birlikte araştırma sorusu ve alt sorularına yanıt aranmış, Pokémon GO aracılığıyla konum tabanlı mobil oyunların kentsel mekan deneyimini nasıl etkilediği, bulguların odaklanmışlık seviyesi, rotanın bilişsel imgesi, rota seçim nedenleri, mekanın keşfi ve rotada dikkat çeken/cezbeden mekanlar üzerinden kıyaslamalı olarak değerlendirilmiştir. Çalışma sonucunda, bir yere varma amacı olmayan serbest yürüyüşlerle şehri tanımaya ve keşfetmeye çalışan flanörler ile elinde telefonuyla gösterilen hedefe varmaya çalışan phoneurlerin gezintilerinin farklı hareket olgularını içinde barındırdığı gözlemlenmiştir. Dolayısıyla flanör ve phoneur figürlerin kentsel mekan deneyimlerinin de farklılaştığı görülmektedir. İçinde gözlem ve merak olgusu barındıran flanör gezintilerinde birey mekana daha bütünsel yaklaşırken; bir noktaya ulaşma amacıyla çıkılan phoneur gezintileri hedefe odaklanmışlık içerir. Mekanla kurulan algısal ilişkide phoneur bireyin dikkati dijital rota doğrultusunda yönlendirilmekte ve kişi algılama sürecinde seçici davranmaktadır. Sonuç olarak araştırma kapsamında, phoneur bireyin Pokémon yakalama gayesiyle bazı şeylere odaklanırken bazılarını görmezden geldiği; flanör bireyin ise mekansal keşfi ve farkındalığının daha yüksek olduğu belirlenmiştir. Kısacası konum tabanlı mobil oyun olan Pokémon GO, bireyin kent algısını dönüştürerek kentsel mekan deneyiminde dijital manipülasyona neden olmuştur.
-
ÖgeThe effects of environmental factors on social interaction in outdoor spaces: The multiple case of children's villages(Graduate School, 2022-02-01) Kara, Ecem ; Özkan Yıldız, Dilek ; 502142011 ; Architectural DesignFamily with its changing structure in today's world is still the unique natural environment of children's development. The family is the main institution that the first socialization occurs in a person's lifetime. As effecting the subsequent steps of socialization and the whole social development, the first stage of the socializing process takes an important role in a person's lifetime. Therefore, the absence of the family in the early years of childhood, causes problems in various aspects, particularly in the social and psychological development of the children. For the children without parental care, who are mentioned as children in need of protection (CNP) in this study, the relationship system which ordinarily occurs in a family, generally occurs between other actors (such as the attendants, volunteers and other CNP etc.) and takes place in children's villages instead of a family environment, in Turkey conditions. For this reason, analyzing the children's villages in terms of social interaction becomes crucial for these children's social development; as the main context of basic social relations of CNP. In this study, an answer is searched for the question: "How do environmental factors affect the social interaction of children in need of protection (CNP) in outdoor spaces in village-type settlements?" The study fills a significant research gap by focusing on CNPs, as a special user group that has not been studied extensively; and associating the phenomenon of social interaction with CNP, which is predominantly studied with adults in the literature. Also, focusing on the outdoor living conditions of CNP in a specific village-type settlement is another unique dimension of this study. It is important to analyze the children's villages as the mainstream care environment of CNP in Turkey in terms of the social interaction phenomenon; since these villages are expected to recoup the basic intrafamilial social relations. In this context, a historical search for the CNP care strategies was realized to contextualize the actual strategies. The conceptual framework of the study is structured based on previous works about social interaction and the factors effective on the interaction behavior. The holistic approach of the study including various environmental factors based on an extensive literature review is a noteworthy contribution to the research field. Ecological Psychology, in which behavior is handled interactively with both the social and physical context inherently and therefore the situation is examined in its natural environment, is considered as the base for the research approach. In this study, an elaborated observation technique was suggested to determine social interaction levels based on multiple observable indicators, as another important contribution. The technique was tested firstly on the pilot study in Bolluca Children's Village, and then in two study areas; Adana and Bursa Sırameşeler Children's Village's. The visual and written materials were reviewed for gathering spatial data; and the behaviors of CNP living in these children's villages were systematically observed. The relation between the spatial findings and the observational findings were analyzed in all case areas, the results of studies were obtained and discussed in comparative analysis. The results showed that it is important for CNP care institutions to provide opportunities similar to those provided by a family environment. Context and selection of the living environment is important for ensuring both security and social interaction with other socio-demographic groups; and thus, social inclusion of CNP. A pedestrianized large site and green low-density living environment is a supportive strategy for triggering social interaction behavior in outdoor living spaces. As for the layout pattern of the residential area, several strategies are found beneficial for triggering social interaction in the residential area; spreading residential functions throughout the settlement to multiple small-scale buildings instead of gathering into a single large-scale building; clustering these buildings and designing common shared spaces in between; specializing and furnishing spaces for playing and/or sitting functions; creating semi-public and semi-private spaces between the public and private spaces for disintegrating these spaces, and thus, creating a gradual transition. As for the population density and the structural density, a clear relation was not encountered. However, in the case areas that were found successful in terms of social interaction, the highest number of persons and buildings per area was calculated. The evaluation of the factors at singular-space scale revealed that all factors that are analyzed had a substantial effect on social interaction in the outdoor living spaces of CNP. A high level of visual connectedness and a high proximity to play contributed to higher social interaction levels. However, a high proximity to residential buildings contributed more to low and medium interaction levels, unless these effects are managed and directed by enhancing spatial hierarchy and functioning the common shared spaces with several playing and sitting furnishings. Also, it is revealed that the hardscaped and furnished spaces hosted more social interaction than the natural spaces, and higher quality furnishings promotes this effect. Furnishing spaces with seating units, especially arranging the controllable ones, and providing an increased level of enclosure in a space by top and/or side protections also contributed to social interaction. The spaces designed primarily for social functions are more beneficial for triggering social interaction, including the spaces designed for playing, sitting and gathering functions. Low functional connectedness and high functional variety in a space were found beneficial for high interaction levels. Further research that focuses on different user group(s), or utilizes various case studies with different characteristics and/or different contexts is required to support the conclusions of study. In addition, further contribution to the subject can be made by follow-up researches proposing methodologies based on different data gathering techniques. The subject of study can also be expanded with studies in which the effects of personal and socio-environmental factors are discussed, or the studies that lead to a comparison based on these factors such as a comparison between different age/gender groups or CNP and other children undeprived of a family environment etc. Nevertheless, this study is remarkable for revealing the potential of environmental factors to support the social interaction and the healthy development of these future adults for both their good and the good of society as a whole.
-
ÖgeThe impact of minimalist versus maximalist interior space on human short-term memory(Graduate School, 2022-02-08) Al Samarraie, Shahad Mustafa Fadhil ; Özkan Yıldız, Dilek ; İnce, Gökhan ; 502181030 ; Architectural DesignMinimalism is a widespread movement applied to every aspect of our lives, including our surrounding physical environment. Nevertheless, few experimental studies have been conducted on minimalist design, especially environmental psychology and its effects on psychology and the brain. Also, maximalism is considered as a new trend that has few experimental studies on. On the other hand, human spatial memory, a significant brain function used in everyday life, is affected by the environment that human experience. For this reason, this study explores the impact of the minimalist and maximalist interior spaces on the human's spatial short-term memory. It is examined by the comparison between three virtual living rooms; one of them is minimalist interior space (MNS) which represents a modern designed room with the least number of objects or stimuli, the second is grey-maximalist interior space (GXS) which represents the modern designed room with lots of objects and details but grey scale colors, and the third is colored-maximalist interior space (CXS) which is the same room like GXS but with color. Twenty participants aged 18-35 years have been asked to watch two videos while using the eye tracker device. Ten of them have watched the MNS video and the GXS video, and the others were asked to watch the MNS and CXS video while the video sequence was randomized. Then, they filled a questionnaire about memorizing the interior spaces and the objects there. It is found that the watching order is not significantly effective on the results so that they would not be biased. Also, the eye tracker's results showed that the MNS demands less fixation rate to be memorized with better efficiency than GXS, while the CXS demands the least degree of fixation. The behavioral results showed that the MNS caused the highest retrieving performance level, in contrary to the CXS which caused the least level. While, the GXS had lower retrieving performance level than MNS and higher than CXS levels. However, the MNS generally had the best behavioral results, but the differences mostly were not significant. Also, the color factor made the memorizing process less effort-demanding according to the eye-tracker results than in MNS. In addition, the significant gender differences were detected only in the remembered sketched objects of MNS while females scored higher performance than males. However, it is recommended to enlarge the studies on the MNS to have more vital evidence by using other methods with more participants. Also, it is recommended to explore the effect of color in the MNS on memory performance.