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ÖgeA computational interpretative design model for exploring Iranian geometrical patterns(Graduate School, 2024-12-26) Razzaghmanesh, Delara ; Gürer, Ethem ; 523182009 ; Architectural Design ComputingGeometry is one of the distinguishing characteristics of Iranian art and architecture. This valuable art is endangered because the original designers did not provide comprehensive documentation. To preserve this invaluable cultural heritage, designers must understand these geometrical patterns' underlying principles and rules. This knowledge will enable them to generate new patterns accurately and restore damaged ones. As the patterns are complex and contain many mathematical rules, generating them necessitates a transferable knowledge of computational methods. Today, with the development of technology, especially computer science, it is possible to draw complicated geometries, analyze existing geometries, and generate entirely new ones. This research explores the historical and cultural significance of Islamic geometrical patterns, with examples from Iranian architecture, analyzing their traditional design rules and their evolution through time. To address this, computational design techniques as a modern approach to reinterpret and expand the potential of geometric patterns are adopted. Iranian geometrical patterns are categorized into two layers of 2-dimensional and 3-dimensional patterns. From 2-dimensional patterns, some prominent patterns in Iranian architecture are analyzed and generated with computational design methods. The methodology involves identifying the underlying rules of these patterns. An algorithmic design method is employed to generate patterns by automating their intricate relationships and modular structures. This method allowed for the precise reproduction of selected patterns and experimentation with new configurations while adhering to traditional rules. In parallel, a graph-theory approach is introduced as a novel method for pattern generation. This method redefines patterns as networks of nodes and edges, offering a highly flexible and abstract framework for pattern design. The graph-based approach enables a generative and parametric workflow, allowing for more creative and complex variations. The study also compares the effectiveness of these two computational methods, evaluating their strengths and weaknesses. To evaluate these methods, a comparative study using the Analytic Hierarchy Process (AHP) with expert feedback is conducted. The results revealed that while algorithmic design is effective in maintaining traditional integrity, the graph-theory approach allows for greater creative freedom by breaking away from strict rule-based constraints. Both approaches not only faithfully reproduce existing patterns but also enable the creation of entirely new designs, contributing to the preservation and innovation of this valuable heritage. Building on this, the study extended the application of graph theory to explore its potential for generating 3-D patterns for future works. A 3-D Muqarnas was successfully designed using graph-theory algorithms, demonstrating the method's versatility and capability in creating complex, generative 3-D structures. This finding highlights the adaptability of graph theory in pattern generation, offering a robust framework for computational design. This work contributes to the growing intersection of mathematics, architecture, and computational design, offering new pathways for preserving cultural heritage while fostering creative exploration in the digital era. The dissertation shows that cultural heritage could be preserved with computational techniques and encourages designers to use computational tools and methods in their design. Yet, designers should search for ways to expand existing implementations by active participation.
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ÖgeA decision support model based on Bayesian belief network to evaluate urban vibrancy(Graduate School, 2023-08-24) Bakraç Kırdar, Gülce ; Çağdaş, Gülen ; 523172004 ; Architectural Design ComputingUrban liveability can be accepted as an umbrella term that covers all the factors make place a good neighborhood to live in. This thesis study recognized the versatility of urban liveability, and puts emphasis on vibrancy in the context of liveability. This research takes place value measures as reference to examine vibrancy. The selected categories are economic, image and use value of place. Economic place value draws from Carmona's (2019) compiled evidence, use value from Jacobs' (1961) diversity generators and Montgomery's (1998) indicators of successful urban places, and Nasar's (1998) likeability features for visual perception of urban places. Eminönü Central Business District (CBD) in Istanbul's Historical Peninsula serves as the study's testbed for exploring vibrancy-focused liveability. The thesis aims to present a data-driven decision support system to evaluate vibrancy-focused liveability dimensions. This study adopts a knowledge discovery process with Bayesian Belief Network (BBN) to handle the complexity of the liveability concept. The thesis study questions how are the relationship patterns between urban vibrancy measures, which parameters can be prioritized based on this relationship network, and what kind of implications can be made regarding the urban vibrancy of the site. The objectives of the study are to develop a comprehensive measurement technique using multiple data types for the measurement of urban vibrancy; to reveal the relationship network of vibrancy parameters; and to improve the decision-making process according to relationship network. The research hypothesis posits that the big data supported knowledge discovery process can be useful to reveal complex urban dynamics, and support vibrancy decisions together with participation. Methodologically, this study adopts quantitative research. This study presents exploratory research through the use of big data and BBN analysis to examine the vibrancy focused liveability with spatial, functional and perceptual attributes. The thesis study explores the relationship through BBN and explores causality through the consultation of expert opinion. A causal knowledge discovery process involves data collection, information retrieval, and data analysis. Data collection involves techniques like web scraping and urban map digitization; while information retrieval encompassing quantitative methods which are entropy-based indices, clustering algorithms, image segmentation, and surveys. Data analysis employs BBN learning algorithm to unveil probabilistic relationships between place value measures, and calibration of BBN network with expert participation via surveys. Spatial distribution results and BBN analyses provide insights into vibrancy levels and priority measures to enhance place value. The results demonstrate that urban function and accessibility outweigh urban form and socio-demographic features in determining economic value (land price). Activity characteristics and heritage within accessibility enhance use value (user density), while nature and cultural elements positively impact image value (likeability), countered by negative influences from signboards and building enclosures. Economic value BBN reveals that land use diversity has the most substantial impact on land price, followed by building density, other land use characteristics, accessibility, and urban form features. The use value BBN model highlights the significance of heritage visitation, density, and activity accessibility in hotspot user density, followed by activity diversity, density, and distribution. The image value BBN model indicates that increased urban greening, vistas, and cultural landscapes enhance likeability, while building enclosures and façade signboards have negative effects. Tahtakale, Beyazıt, Eminönü, Sirkeci, and Sultanahmet are highly vibrant districts, and Hobyar, Rüstempaşa, Alemdar, Binbirdirek, Sultanahmet, and Beyazıt are highly vibrant neighborhoods. In the survey, expert participants rank place values, determine causality and correlation of relationships between parameters. Correlations between BBN and survey data validate the creation of a causal map. The correlation between BBN and survey data confirms that survey data can be used to create a causal map. Regarding the causal relationships, prioritizing urban function and accessibility measures in economic value metrics will aid in developing real estate strategies. To enhance use value, the activity diversity and accessibility, attractiveness and visitation of heritage, can be prioritized, which contribute on place attractiveness decisions. To improve image value, urban greening, landscape and building façade, and signboard density measures can be prioritized, which contribute on maintenance decisions of the streetscape. The decision support system (DSS) contributions to urban planning and design have been assessed with what-if analysis using spatial BBN tools and urban design workshop. This data-driven approach supports conceptual decisions in urban design, and prioritizes decisions in urban planning. This research aims to assist decision-makers in creating vibrant neighborhoods through data-driven methods. This study would be useful for urban planners to generate inclusive spatial strategies by considering human activity factors within physical attributes to create vibrant neighborhoods.
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ÖgeA methodology for assessment of spatial performance in hospital buildings through immersive virtual reality and behavioural sequence analysis(Graduate School, 2024-06-12) Okuyucu, Elif Bahar ; Yazıcı, Sevil ; 523201020 ; Architectural Design ComputingThe spatial and wayfinding performance of a building are key elements that affect how well a building functions. They play a crucial role in buildings' overall functionality, particularly in complex buildings like hospitals that contain interconnected units. Time loss and detrimental impact on user well-being arise when a building's wayfinding performance is insufficient. Understanding and incorporating wayfinding behaviour into the design process is essential for designing human-centred buildings. This study examines wayfinding behaviour in detail to comprehend the dynamics behind wayfinding thinking and its relationship with spatial characteristics. The thesis questions (1) the effects of spatial plan configuration on wayfinding behaviour, (2) the relationship between re-occurring behaviours during the wayfinding process depending on spatial characteristics, (3) the extent and level of detail in behavioural data that can be gathered about human wayfinding through virtual reality (VR). For this purpose, this study utilises Behavioural Sequence Analysis (BSA) and Space Syntax analysis to understand the relationship between wayfinding behaviours and spatial layout in hospital buildings through Immersive Virtual Reality (iVR). BSA investigates behavioural sequences and identifies behavioural transition patterns. Space syntax analysis measures spatial features quantitatively. This study links wayfinding behaviours with spatial features and each other by employing these two analyses. An experiment was designed employing iVR since it delivers environments that are remarkably close to reality and brings together conditions that cannot be brought together in real life. The experiment aimed to observe and record user behaviour during the wayfinding process. Hospital buildings with three different plan layouts based on the centrality of the spatial configuration were selected and space syntax analysis was used to create visibility maps of these buildings, which were subsequently utilised for final assessments. Virtual environments (VE) were prepared by creating partial 3D models of the buildings with the architectural information collected for the experiment. Wayfinding tasks with various target locations were given to the participants in each hospital building during the iVR experiment to gather behavioural data. The experiment was recorded and the routes of the participants were mapped on floor plans. After analysing experimental records, the relevant data was extracted and arranged for four types of analyses: (1) BSA, (2) visibility and behavioural relationship analysis, (3) behavioural frequency analysis and (4) average speed analysis. These four analyses investigated how wayfinding behaviours varied by space, how often they occurred, which trends emerged in behavioural sequence transitions, and how quickly participants moved through each building. Following an evaluation of each analysis, a holistic approach was applied to these findings questioning the reliability of each analysis. The findings showed that each type of plan layout directs the users to engage in different behavioural groups during the wayfinding process. The recurring transitions among the behaviours revealed the wayfinding thinking of participants for each hospital building. The centralised plan layout directs the users to a fast-paced decision-making process, whereas the semi-centralised leads to a slow and efficient one. On the other hand, the findings demonstrate that there is a directly proportional relationship between visibility and wayfinding performance. Integrated analysis results show that the semi-centralised plan layout with high visibility offers the most comfortable and efficient wayfinding experience comparatively and the decentralised plan layout with low visibility offers the worst. The results can be used to create human-centred buildings by employing the spatial characteristics that provide the most effective wayfinding outcomes, particularly in the early design stages. Furthermore, the spatial-behavioural connections detailed in this research can be used as a guide depending on the building typology and the desired user experience.
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ÖgeAhşap malzemenin robot destekli eksiltmeli üretimi: Denklemden uygulamaya bir iş akışı(Lisansüstü Eğitim Enstitüsü, 2024-06-28) Şenkal, Habibe ; Alaçam, Sema ; 523211011 ; Mimari Tasarımda BilişimTeknolojideki ilerlemeler, ahşap işlemeciliğini araç ve yöntemler bakımından gelenekselden otomatiğe dönüştürmüştür. Massachusetts Teknoloji Enstitüsü (MIT)'nde servomekanizma laboratuvarının kurulmasıyla başlayan ve bir erken dönem bilgisayarın freze tezgahına bağlanmasıyla ilk kez sayısal olarak kontrol edilen bir freze tezgahının geliştirilmesiyle devam eden çalışmalar, otomatik işlemede dönüm noktası oluşturmuş ve bilgisayarlı sayısal kontrol (computer numeric control, CNC) teknolojisinin temellerinin atılmasını sağlamıştır. Bu gelişmeler sadece ahşap işlemeciliğini otomatikleştirmekle kalmamış, aynı zamanda karmaşık formların ahşap malzemeden üretimindeki sınırları belirsizleştirmiştir. Karmaşık kavramı genellikle eğrisel kavramıyla birlikte, Öklid dışı geometrilerden olan topolojik geometriler ile ilişkilendirilmektedir. Topolojik geometriler, bükme, esnetme ve dönüştürme gibi işlemlerle oluşmaktadır. Cebirsel geometriler ise denklemlerle tanımlanan geometrik nesneleri ifade etmekte olup soyut cebirsel ifadelere ve hesaplara dayanması sebebiyle karmaşık bir yapıya sahiptir. Matematiğin barındırdığı form bilgisini açığa çıkarmak konusunda karmaşıklık, matematik alanında derinlemesine bilgiye sahip olmayan mimar ve tasarımcılar için bir kısıttır. Bu bağlamda, tez kapsamında, bir hesaplamalı tasarım aracı olan Rhino-Grasshopper yazılımı için, Python yazılım dili kullanılarak, MathForm adında bir eklenti geliştirilmiştir. MathForm eklentisi, matematik denklemlerinin kural temelli yapısını kullanarak tekrarlama veya manipülasyon ile form üretimine olanak sağlamaktadır. Eklenti ile yaklaşık 20 matematik denkleminden form üretimi araştırılmıştır. Tez kapsamında, araştırılan formlar içinden topolojik ve cebirsel karmaşıklıkları sebebiyle iç-dış ayrımının yapılamadığı, yönlendirmesiz, dört Öklid dışı matematik yüzeyinden form üretimi derinlemesine bir bakış ile sunulmaktadır. Bunlar Möbius şeridi, Figür-8 Klein şişesi (çift sarmal Möbius şeridi olarak da adlandırılmaktadır), sekiz torus ve Umbilic torus yüzeyleridir. Bu tez, tasarım ile matematik arasındaki ilişkiyi bilgisayar destekli hesaplamalı tasarım ve üretim araçlarıyla geri bildirimli bir form üretim serisi kurgusu üzerinden araştırmakta ve denklemden uygulamaya bir iş akışı sunmaktadır. Bu bağlamda tez, matematik denklemleriyle tanımlanan çift eğrilikli yüzeylerin, hesaplamalı tasarım yöntemiyle modellenerek form oluşturulmasına, modellerin bilgisayar destekli üretim yazılımları aracılığıyla üretim planlaması yapılarak simüle edilmesine ve robot destekli eksiltmeli üretim yöntemiyle ahşap malzemeden üretilmesini odaklanmaktadır. Tez, dört farklı formun üretimini beş üretim uygulaması deneyi ile araştırmaktadır. Deneylerin her biri, matematik denklemleri kullanılarak, tez kapsamında geliştirilen MathForm eklentisi aracılığıyla oluşturulan formların üretim sürecini içermektedir. Üretim uygulaması deneylerinde, işleme için eksiltmeli üretim yöntemi ile CNC makinelerinin kullanımı benzerlik göstermesine rağmen kullanılan makine, makinelerin programlanması ve simüle edilmesi için kullanılan bilgisayar destekli üretim yazılımı, takım özellikleri, üretim tekniği, malzemenin montajlanması ve operasyon stratejileri bakımından farklılık göstermektedir. Deney 1'de üç eksen CNC makinesi kullanılırken, diğer dört uygulama deneyinde altı veya yedi eksen endüstriyel robot kol kullanılmıştır. Üretimlerde kontrplak ve lamine ayous malzeme, iki farklı tip ve çaptaki takımlar ile işlenmiştir. Deney 1, Figür-8 Klein Şişesi formunun üç eksen CNC makinesiyle, kontrplak malzemeden yığılmış dilimleme yöntemiyle üretimini ele almaktadır. Kullanılan üretim tekniği hızlı üretim avantajı sağlayarak araştırılan formların kavisli yüzeyleri ve yüzey açıları ile uyumlu takım çapı ve fiziksel model boyutunun belirlenmesine katkı sağlamıştır. Deney 2'de Möbius şeridi formu, endüstriyel robot kol aracılığıyla, bir destek malzemesi ile işleme tablasından yükseltilen lamine ayous bloğun XZ ekseninde çift yönlü olarak iki aşamada işlenmesi ile üretilmektedir. Deney 3 ise, bu montajlama ve üretim yönteminde nihai ürün kalitesine dolu hacim miktarı, malzeme kalınlığı ve ağırlığının etkisini araştırmaktadır. Bu amaç ile karakteristik formu itibariyle daha kalın, dolu hacmi ve ağırlığı daha fazla olan sekiz torus formu daha da büyütülerek Deney 2'de kullanılan montajlama ve işleme yöntemi ile üretilmektedir. Üretim yöntemindeki benzerliklerin yanı sıra bu deney, önceki üretimden farklı olarak, takım, işleme ekseni, formun alt parçalara ayrılarak üretimi gibi farklılaşan unsurlar içermektedir. Deney 4'te sekiz torus formu, Deney 3'teki montajlama yöntemine ilave çapraz elemanlar eklenerek yeniden üretilerek robot kol işleme hızı ve üretim süresine etkisi araştırılmıştır. Deney 5 ise montajlama ve işleme yönteminin üretim süresine ve fiziksel modele etkisi araştırılmaktadır. Bu amaçla umbilic torus formu, lamine ayous bloğunun doğrudan işleme tablasına monte edildiği ve bir yüzeyi XY ekseninde işlendikten sonra manuel olarak döndürülerek, kullanılan bir kılavuz sistemiyle, tekrar işleme tablasına montajlanarak diğer yüzeyinin işlenmesi sonucu üretilmektedir. Üretim uygulaması deneylerinin süreçleri, üretim öncesi yapılan simülasyon sonuçlarıyla karşılaştırılarak montajlama ve işleme yönteminin üretim hızı ve süresine etkisi analiz edilmiştir. Üretilen fiziki modeller, fotoğraf temelli üç boyutlu tarama yöntemi (fotogrametri) kullanılarak, dijitalleştirilmiş ve üretildikleri dijital modellerle çakıştırılarak fiziki model doğruluğu analiz edilmiştir. Çalışmanın ilave araç, farklı özelliklerdeki takım ve malzemeler ile yürütülmesinin üretim süreci ve nihai fiziksel modele etkisi öneriler üzerinden tartışılmıştır. Tez kapsamında sunulan MathForm eklentisinin, tasarımcıların matematik denklemleri aracılığıyla tasarımın erken aşamalarında form bulma, manipülasyonu ve formun analiz edilmesi süreçlerine hesaplamalı tasarım konusunda uzman bilgisine ihtiyacı azaltarak destek olacağı düşünülmektedir. Ahşap malzemenin hesaplamalı üretim yöntemleriyle işlenmesi ve endüstriyel robot kolun programlanması konularında sunulan kriterlerin yanı sıra simülasyon ve fiziksel üretim süreçlerinde deneyim ile elde edilen bilgiler, gelecek çalışmaların üretim süreçleri için bilgi kaynağı oluşturmaktadır. Geri bildirimli üretim süreci, ahşap malzemenin robot destekli eksiltmeli üretimini etkileyen parametrelerin belirlenmesi ve önerilecek iş akışı için kriterlerin oluşturulmasını sağlamıştır. Önerilen iş akışı, benzer çalışmalarda yaşanabilecek sorunlara karşı hazırlıklı olunmasına ve çözüm stratejilerinin geliştirilmesine katkı sağlamaktadır.
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ÖgeAn architectural design method using rank-based interactive evolutionary algorithm(Graduate School, 2023-04-27) Dedeler, Elif Gamze ; Bittermann, Michael Stefan ; 523191007 ; Architectural Design ComputingEvolutionary algorithms are a stochastic search methodology that has been widely researched and used in engineering design and has recently found applications in other design fields. In each context, their aim is to maximize the satisfaction of one or more goals, based on calculated satısfaction of the goals. There are tasks, such as architectural design, where calculating satisfaction is problematic, because goals involve experiential qualities, such pleasure, comfort, meaning, etc. Although this creates a bottleneck for computational treatment, a person can evaluate experiential qualities by aesthetic judgment or some reasoning. Interactive evolutionary algorithm (IEA) is a form of evolutionary computation designed to utilize information provided through human subjective assessments. Aesthetic judgment is subjective measurement of pleasure resulting from a perception. In this respect, aesthetic judgment takes place in real-time and without conceptual abstraction. Because there is no abstraction in this type of judgment, the knowledge a designer can exercise when he/she faces multiple alternative designs, is determining which design is more pleasant to perceive compared to another one. Determining the exact score of each design on some absolute scale is problematic due to the subjective nature of judgment, ı.e. the absence of a consensus about such a scale. Therefore, this study proposes a design method based on an interactive evolutionary algorithm using a non-dominated sorting method that is well-known in the context of multi-objective evolutionary algorithm. In this method, the fitness value is assigned based on people's subjective preferences, allowing to gradually approach to the best design solution based on one's aesthetic judgment. The method developed is applied to the case of a theater named Schauspielhaus designed by Jorn Utzon (1918-2008) in Zurich, Switzerland. The ceiling module, one of the conspicuous of Utzon's design, was modeled and parameterized in Grasshopper. The convergence behavior of the proposed algorithm during the design process was examined throughout 364 design generations by 25 participants. The results indicate that the proposed algorithm is able to integrate the aesthetic preferences of the designers. The study also yields hints about the richness of the resulting information produced by the interactivity, by applying non-parametric statistical tests as well as unsupervised machine learning for design knowledge elicitation.
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ÖgeAn artificial intelligence based methodology in architectural design process: Integrated diffusion model-aided design (DMAD)(Graduate School, 2024-10-15) Müezzinoğlu, Can ; Yazıcı, Sevil ; 523211007 ; Architectural Design ComputingThe thesis focuses on the integration of Diffusion Models (DMs) that synthesize text, images, or videos based on written or visual prompts into architectural design and how architectural design process can shift. The thesis aims to develop a methodology that integrates traditional design and computational design with DMs. The design process in this thesis is separated into three distinct phases: (1) preliminary design, (2) design development, and (3) presentation of finalized design. Each phase utilizes different capabilities of DMs. The designer can use Ideative DMs in the Preliminary Design Phase to generate new ideas to contribute to concept generation. Variative DMs can be used in the Design Development Phase to generate image alternatives to the design produced by the designer in the preliminary design phase. These alternatives can be related to mass model decisions, solid-void experiments, material selection and facade decisions. In the Presentation of Finalized Design phase, the designer works with Post Productive DMs to edit the visuals which were produced with Variative DMs, for presentation. The integrated DM-aided design framework was first tested through a preliminary study, followed by a case study involving two experts who were architects undertaking their PhD degrees in architecture. In the case study, data was obtained through questionnaires and through the collection of inputs used in the design process and outputs produced. The data was analyzed under two main categories: (1) phase-based evaluation of each DM separately and (2) the overall evaluation of the design process. In phase-based evaluation, the study examines the use of various DMs across three design phases. During the preliminary design phase, DM can enhance exploration and evaluation of alternatives, providing valuable new ideas for designers. In the later phases, DMs facilitate the generation of alternatives and the creation of visuals for presentations. The effectiveness of different detection methods for image analysis is assessed using image difference method. As seen in the case study, the outputs from the various environments used throughout the design process are used as inputs in the next design environment, allowing reflection in the process. Integrating DMs into architectural design creates a dialogue between the designer and the tool, especially in the early stages. As the design process advances, the designer becomes a decision-maker. The integration of multimedia and multiscale approaches enriches the design process by expanding the search space and addressing specific design challenges efficiently. Additionally, DMs expand the design search space by generating alternative outputs throughout the process. The framework also allows for transitions between different design stages and scales. The proposed methodology has the potential to develop new strategies for architectural design.
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ÖgeAnalysis of visual design principles in art and architecture by computer vision and learning based model(Graduate School, 2022-09-20) Demir, Gözdenur ; Kanan, Aslı ; 523142002 ; Architectural Design ComputingVisual design is associated with different uses and organizations of design elements and principles. They are explained in numerous books in art and design disciplines as the bases of visual communication. Those are applied subjectively by the designers in various disciplines for aesthetics and presentation of information. For the constitution of a perceptual framework for visual processing, the logical procedures that use the design elements are called visual design principles (VDP) ; three are selected as the main principles for this study: emphasis, balance, and rhythm. As the examples of these principles were inspected, it was established that the use of the design elements differed and led to sub-visual similarities existing in their compositions, despite following the main organizational rationale. So nine sub-VDP are defined, which have similar visual patterns: color, isolation, shape, symmetric, asymmetric, crystallographic, regular, progressive and flowing. Although numerical analysis of design visuals is considered as hard, it has become possible with emerging artificial intelligence (AI) technologies. Due to the advances in computer vision applications, a deep learning model can identify these underlying common visual patterns in the data. This Ph.D. thesis develops an approach to detect and classify the VDP in a visual composition over different domains, including photography, art (paintings, prints and graphic art) and architecture (building facade visuals) by a neural network model. The AI applications in art, design, and architecture conducted by the disciplines of computer science and design have been found, analyzed and the models, methods, numbers, and types of data used in the studies have been extracted. Next to the compiled knowledge in AI studies in art and architecture, the manual and computational analyzes of the building facade in architecture have been researched. As there was no existing dataset for this problem, three genuine datasets have been created in the given domains for this study. The majority of the examples showing the VDP directly belong to the contemporary era, so the data search has been oriented toward this period. Various websites and online museum databases are used for collecting the data. The amount of data found for the labels of VDP in each domain has been kept as high as possible to achieve high performance from the deep learning model. Multiple experiments are structured for testing the model. Classification results within the domains are evaluated by considering the clarity and the amount of the data. The effect of the labeling procedure in the preparation of the initial datasets is discussed by analyzing multi-class and multi-label classification results. Also, domain adaptation is investigated with instances tested in models trained in other domains. The knowledge of myriads of original designs, captured by the underlying computational patterns, can be used to consolidate the design process by providing an objective evaluation of the visual compositions.
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ÖgeAnalyzing spatial design patterns of third-person shooter video games(Graduate School, 2024-06-26) Akşahin Metin, Ayça ; Çolakoğlu, Birgül ; 523201014 ; Architectural Design ComputingThe rapid growth and financial dominance of the video game industry have driven the development of procedural content generation (PCG) to meet the demand for fast production and diverse game environments. While PCG offers significant advantages, such as player customization, endless content creation, and unpredictability, it also faces notable challenges. These include time-consuming generator design, lack of quality assurance, difficulty in balancing gameplay, and the production of repetitive and uninspired content. Moreover, existing PCG studies often focus on 2D environments, leaving a significant gap in understanding and formalizing the design of complex 3D spaces. This research addresses these challenges by developing a model framework to analyze and extract spatial design patterns from Metacritics-validated successful third-person shooter video games, which can further be used as an input for PCG algorithms. By borrowing insights from architectural and urban design patterns, particularly inspired by Christopher Alexander's "A Pattern Language," the study aims to provide guidelines that enhance video game level design. Six games - Max Payne 3, Mass Effect 3, Gears of War 4, Dead Space, Control, and Tom Clancy's Splinter Cell Conviction - were selected for their high Metacritic scores and relevance to the genre. The research method involves a detailed spatial analysis and decoding of the selected games. 3D game levels are translated into 2D layouts, labeling each space by gameplay content attributes, vertical complexity, challenge level, and layout categorization. A structured grammar is developed to represent the dynamic gameplay order, transforming gameplay sequences into readable sentences using a linguistic framework, and formalizing a spatial language for PCG algorithms. The analysis reveals commonalities in room types and their impact on gameplay. Despite diverse settings, the analyzed games exhibit enclosed boundaries and layouts, categorizing their environments as 'rooms.' Common room types are identified based on content: narrative, quest, combat, puzzle, resource, and tutorial. Spatial layouts include square, rectangle, semicircle, L-shape, and circle. Rooms are further analyzed by their third dimension and scale, correlating to challenge levels and time spent. Unique rooms, featuring customized designs and high challenge levels, often include multi-level structures that enhance gameplay complexity and vertical navigation. Patterns regarding the rooms reveal that dominant mechanics influence the layout, verticality offers tactical advantages, and prop placement affects player navigation. Decoded rooms follow Frank Ching's architectural principles, emphasizing symmetry, hierarchy, rhythm, and repetition to guide player movement and maintain spatial coherence. Additionally, aesthetic elements such as color, texture, light, and sound shape the atmosphere and immersion, guiding the player's attention and setting the emotional tone. Traversal spaces between rooms, defined as connections, are categorized into three groups based on their verticality. Horizontal connections facilitate movement across the same plane, ranging from simple directional routes to more complex U-shaped and L-shaped paths. Vertical connections, including various stair designs and elevators, enable traversal between different levels, offering unique experiences such as rest spaces or cinematic interactions. Complex connections, which combine multiple simple connections, are strategically designed to link high-challenge combat rooms, providing rest periods and optimizing game performance by preventing simultaneous rendering of large-scale rooms. By symbolically representing rooms and connections and converting them into sentence-like sequences, the analysis uncovers recurrent spatial design rules. Using BNF notation and standardized grammar, the study examines fundamental structures across the selected games, revealing the relationship between spatial organization and gameplay experience. The study exemplifies two primary types of level progression in the analyzed games: linear and hub-and-spoke. Linear progression, seen in action-packed games like Max Payne 3 and Mass Effect 3, involves a predetermined order of rooms, restricting backtracking. Conversely, the hub-and-spoke progression in games like Dead Space and Control allows players to unlock and revisit interconnected areas. These progression types significantly influence spatial arrangement and overall player experience. This study contributes to the scholarly discourse on video game spatial design, emphasizing its importance in structuring player experience and progression. Furthermore, it presents an interdisciplinary approach, combining level design and architecture, and highlights the relevance of architectural theories in understanding video game space. In conclusion, this study provides insights that advance the understanding of spatial design in third-person shooters and offers guidelines that can inform the development of more sophisticated PCG algorithms. It opens avenues for future research aimed at improving PCG algorithms by integrating sophisticated spatial design principles derived from existing games.
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ÖgeBIM entegrasyonunda akıllı nesnelerin rolü-sistematik literatür taraması(Lisansüstü Eğitim Enstitüsü, 2024-05-30) Şenel Yılmaz, Kübra ; Kanan, Aslı ; 523211020 ; Mimari Tasarımda BilişimYapı bilgi modellemesi (BIM); mimarlık, mühendislik ve inşaat (MMİ) alanına birçok yenilik getirmektedir. Günümüzde bu teknoloji, tasarım aşamasındaki projelerin, mevcut binaların ve tarihi yapıların modellenmesi ve yönetilmesi alanlarında kullanılmaktadır. Kısaca BIM, mimari ögelerin fiziksel ve işlevsel yönlerini dijital olarak temsil ederek, yaşam döngüsü boyunca bilgi depolayan ve bu bilgileri paylaşan bir teknoloji olarak tanımlanabilir. BIM yalnızca bir yazılım değil aynı zamanda sürekli güncellenen bir iş akışı ile dijital model üzerindeki verilerin paylaşımını içeren bir süreçtir. Amaç yapı yaşam döngüsü boyunca güvenilirliği ve kaliteyi arttırmaktır. Bunu sağlamak için farklı projelerde yeniden kullanılabilir, uygulanabilir ve paylaşılabilir akıllı nesneler (smart objects) sürece dahil edilmektedir. Akıllı nesneler; akıllı BIM nesneleri, akıllı bina nesneleri, akıllı inşaat nesneleri, akıllı bina elemanları, akıllı elemanlar ve BIM nesneleri dahil olmak üzere BIM projelerinin farklı aşamalarında çeşitli isimlerle karşımıza çıkmaktadır. Farklı terminolojilerden bağımsız olarak, bu akıllı nesneler aslında aynı amaca hizmet etmektedir: mevcut veya planlanan fiziksel nesnelerin (duvar, kapı, pencere vb) dijital ikizleri olmak ve çevreleriyle etkileşime geçmek. Bu nesneler temsil ettiği objelerin nasıl oluşturulduğuna dair gerekli bilgileri içerebilir, diğer akıllı nesnelerle ve kullanıcılarla ilişki kurabilir ve nesnelere ilişkin çok disiplinli bakış açılarını kolaylaştırmak için gerekli olan çeşitli bilgi boyutlarını kapsama kapasitesine erişebilir. Bazı çalışmalarda bu nesnelerin zekasının, gerçek dünya verilerinin dijital modele aktarılması ve modelin güncel kalmasını sağlamak için sürekli senkronizasyondan kaynaklandığı belirtilmektedir. Bu tez kapsamında akıllı nesnelerin BIM entegrasyonundaki rolünü incelemek amacıyla, 2005 ila 2023 yılları arasında yayımlanan araştırmaları kapsayan sistematik bir literatür taraması yapılmıştır. En yaygın kullanılan 8 veritabanı üzerinden (Google Scholar, Science Direct, Web of Science, Springer Link, ACM Digital Library, Wiley Online Library, IEEE Xplore, and Jstor) anahtar kelimeler ile araştırma yürütülmüştür. Bu tarama sonucunda, akıllı nesnelerin BIM ile ilişkisine dair 98 çalışma belirlenmiştir. Belirlenen çalışmalar öncelikle özeti, anahtar kelimeleri dikkate alınarak konu ile alakalı olma seviyesine göre sıralanmıştır. Sistematik literatür taramasını gerçekleştirmek amacıyla 4 araştırma sorusu belirlenmiştir. Bu sorulardan ilki nesnelerin kullanıldığı proje aşamasını ve işlevini belirlemek amacıyla, ikinci soru akıllı nesne üretiminde kullanılan yazılımları belirlemek için, üçüncü soru nesnelerin ilişkilerini belirlemek için ve son soru ise nesnelerin kullanıldığı örnek çalışmaların tespit etmek için oluşturulmuştur. Tüm çalışmalar tek bir ortamda toplanarak kategorize edilmiştir. Ayrıca dökümanlara ait bilgiler isim, yazar, yayın türü, tarih, anahtar kelimeler ve araştırma sorularına verilen cevaplar bir araya getirilmiştir. Elde edilen verilerin analizi sonucunda ; akıllı nesneler proje aşamalarına göre kategorize edilmiş, uygulama alanları ve oluşturma süreçlerini belirleyen bir veri akışı tablosu geliştirilmiştir. Her bir kategori ayrı bölümlerde açıklanarak akıllı nesnelerin farklı şekilde adlandırılmaları grafik ile ifade edilmiştir. Ayrıca, BIM entegrasyonu sırasında önemli olabilecek metodolojiler, araçlar ve yazılımlar açıklanarak, akıllı nesneler yaratılırken bunların kullanım oranlarına yer verilmektedir. Uygulama çalışmaları sayesinde bu nesneler kullanılırken ortaya çıkabilecek potansiyel zorluklar da ele alınmaktadır. Bu tez çalışmasıyla akıllı nesnelere kapsamlı bir bakış açısı geliştirilerek, literatürdeki yerlerinin belirlenmesi, mevcut durum tespitinin yapılması, araçların ve sınırların belirlenmesi hedeflenmektedir. Böylece gelecekte mimari yapı elemanlarının sanal temsilcileri olan akıllı nesnelerin, AEC endüstrisinin temel bir parçası haline geleceği öngörülmektedir. Tezin birinci bölümünde problem, amaç, kapsam ve yöntem açıklanmıştır. Tezin ikinci bölümünde tezde kullanılan sistematik literatür tarama (SLT) yöntemi aşamaları açıklanmıştır. Yöntemin açıklanmasından sonra BIM entegrasyon sürecindeki akıllı nesnelerin rölünü anlamak amacıyla yapılan SLT yöntemi aşamalı olarak detaylandırılmıştır. Tezin üçüncü bölümünde akıllı nesnelerin tanımlaması yapılmıştır. Üretim aşamaları ve kullanım alanlarına değinilmiştir. Bu nesnelerle beraber karşımıza çıkan kavramlar detaylandırılmıştır. Tezin dördüncü bölümünde, yapılan SLT sonucunda elde edilen birincil çalışmalar referans alınarak akıllı nesnelerin kategorilendirilmesi yapılmıştır. Aynı zamanda süreç boyunca kullanılacak araçlar, yazılımlar, veri toplama yöntemleri ve kullanım alanları açıklanmaktadır.Tezin son bölümünde ise incelenen çalışma ve degerlendirilen sonuçları tartışılmıştır. Sonuç olarak tezde akıllı nesnelerin entegrasyon sürecinin mimarlık, mühendislik ve inşaat sektörlerinde süre, maliyet ve nitelik açılarından birçok yönden katkı sağladığı tespit edilmiştir. Akıllı nesnelerin kullanımını ile sektördeki tüm profesyoneller, akademisyenler ve öğrenciler tarafından veri yönetimi etkin bir şekilde sağlanmakta ve böylece tasarım, yapım ve yapım sonrası sürecin etkinliğini arttırmaktadır.
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ÖgeBridging knowledge across architectural heritage and digital fabrication technologies(Graduate School, 2024-10-17) Hamzaoğlu, Begüm ; Özkar, Mine ; 523172001 ; Architectural Design ComputingThis thesis investigates the integration of computational making approaches within architectural heritage studies by exploring workflows for customized digital fabrication toolpath generation, with a focus on case studies involving carved stone ornaments from selected monumental buildings in medieval Anatolia. Medieval Anatolian architectural ornaments reflect a rich design culture that merges craftsmanship with formal experimentation. On-site traditional construction, performed by skilled artisans, involves more than just executing predefined designs; it transforms abstract design ideas into a cohesive making process. The geometric decorative patterns have been adapted across various materials, such as wood, stone, brick, tile mosaic, and stucco, over an extensive geographical range. Despite the material variety, the diverse craft tools and methods used to create these intricate patterns remain under-examined, with most existing literature emphasizing their abstract geometric shapes rather than construction techniques. The literature on computational design is increasingly highlighting the importance of integrating materiality and craft knowledge into computational models, considering the act of making as a fundamental component of design ideation. While grammar-based techniques have been introduced and diversified methodologies, their application within heritage contexts is still limited and not fully developed. In the past two decades, digital fabrication has emerged as a new medium in cultural heritage, prompting new discussions on materiality. The focus of research is shifting from acquiring high-precision morphological data to emphasizing the accuracy and authenticity of materials and construction techniques, thus opening new avenues for exploration. Existing studies have predominantly utilized standardized prototyping methods designed for industrial mass production, which may not adequately capture the nuances of traditional craftsmanship. Consequently, further research is necessary to develop tailored fabrication technologies that offer deeper insights into historical construction techniques. While much experimental work on customized robotic stone-working has concentrated on technological challenges, integrating these advancements with the historical contexts and stylistic variations of stoneworking cultures holds significant potential. Bridging the gap between technology-driven and knowledge-driven research is crucial for effectively incorporating digital fabrication technologies into architectural heritage studies. Although accelerating processes and improving accuracy through automation are the primary aims of digitizing workflows, digital fabrication technologies also introduce systematization in architectural construction. Innovations in digital fabrication tools and software have enabled integrated data flows in architectural construction by allowing parametric fabrication toolpaths associated with geometric models and facilitating customized automation techniques. This thesis frames the emerging role of digital fabrication in architectural heritage research as formalizing construction knowledge and thus generating and conveying new layers of information about material forms and construction processes. The medieval stone-carved ornamentation styles of Anatolia are unique to the region yet remain inadequately documented. In the 13th century, Anatolia witnessed the emergence of a new aesthetic in stone ornamentation, distinguished by its plasticity and curvilinear forms. This distinctive style emerged from a fusion of the region's abundant stone resources and skilled masons with geometric pattern design traditions. It serves as an exemplary illustration of how materials and craftsmanship can drive the evolution of a specific visual style. Computational making approaches offer promising avenues to enhance our understanding of these understudied generative processes in crafts. In the two workflows developed in this thesis, formalizing the relations between part-whole relationships and subtractive actions enabled the identification of variations in stone carvings. The first case study employs a grammar-based approach with a focus on rule formalizations. The workflow involves transferring information from the making rules to parametric digital models. The outputs include digital representations of the carved shapes, newly generated boundary shapes, G-code for CNC milling, and simulations of the cutting tool movements. Three parametric models corresponding to the three types of rules were developed as custom user objects in the Rhinoceros-Grasshopper modeling environment. Consequently, making rule formalizations in the developed workflow are not merely representational but also actively inform the digital fabrication process. This case study proposes a novel application of making grammars in architectural heritage research, offering several key insights. First, making grammars provide a framework to analyze formal relationships among abstract shapes, material forms, and construction parameters. Formalizing making rules enables the integration of visual and spatial computation into the study of implicit formal relations between geometric compositions, tools, and crafting techniques in historical artisan traditions. In the context of specific medieval Anatolian stone carvings, rule formalizations made it possible to examine the interrelations among geometric patterns, cutting tool profiles, and cut depths. Additionally, combining making rules with shape rules introduces a broader range of outcomes within craft processes. Breaking down the construction sequence into computational steps also helps to distinguish historical stylistic variations, which partly stem from similar carving techniques. Ultimately, making grammars enable the formalization of processes through a multimodal language, recognizing the various layers of knowledge embedded in making. In the second case study, a holistic workflow is explored to facilitate a continuous data flow from photogrammetric survey data of historical stone ornaments to digital and physical parametric reconstructions. This approach involves developing two parametric models for robotic milling toolpath generation. The engraved column sample from the Hunat Hatun Complex serves as an example for modeling carved forms, drawing from the two-dimensional geometric patterns typical of the Anatolian Seljuk period. The spiral-fluted columns from the Karatay Madrasa, Sahabiye Madrasa, and Sultan Han illustrate the variations of three-dimensional forms that can emerge from similar design layouts when using different cutting orientations. Using a custom algorithm to calculate robotic milling toolpaths within a parametric modeling environment enables precise and integrated data flows to modeling historical structures. This approach makes it possible to uncover historical construction parameters embedded in ornamental variations from a specific era, something standard CAM methods cannot achieve. Adding a rotary mechanism as an external axis provided new insights into the formation of various spiral-fluted columns in the case study. Experiments adjusting cutting orientations by changing the angles between the rotary axis and the cutting tool on the cylindrical surface demonstrated that form-making evolves throughout the construction phase of medieval stone ornamentation rather than adhering to a pre-set design. The developed workflow uses KUKA|prc parametric robot control to generate and simulate robot toolpaths, enabling the exploration of multiple parameters, such as cutting orientation, geometric ratios, and tool attributes that affect material outcomes. Developing customized robotic fabrication not only achieves rapid, precise, and efficient fabrication but also transcends visual resemblance, conveying aspects of materiality, tactile qualities, and material behavior in historical structures. By programming robotic movements within widely adopted parametric software, the workflow integrates established optimization and accuracy-testing algorithms, enabling the validation of geometry and fabrication parameters based on actual material results. This system exemplifies how parametric robotic fabrication can systematize the modeling of historical stone ornamentation, providing measurable and comparable data on parameters and material outcomes.
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ÖgeComputational charrettes: An early collaborative design method for computational design(Graduate School, 2023) Ulusavaş, Mert ; Gürer, Ethem ; 523201009 ; Architectural Design Computing ProgramCharrette is an education and collaborative design method that dates back to the 1800s, the École des Beaux-Arts. It is a quick drawing session that is centered on improvisation and bricolage. However, the definition of charrette has changed throughout the past few decades. According to Willis (2010), the new forms of charrette have been employed as a brainstorming technique in the early stages of collaborative design to forge consensus, establish the project vision, and begin the design process. This thesis proposes a new conceptualization of charrettes, "Computational Charrettes", that combines computational design with the early brainstorming characteristics of the new charrettes and the improvisational characteristics of the older ones. Thus, it can encourage experimentation, productivity, spontaneity, and innovation while acting as a collaborative computational design reasoning tool. The thesis aims to conceptualize a theoretical framework for Computational Charrettes and investigate the methods and tools that can support and arrange them. In order to establish the framework, the thesis investigates and links the two vital elements of Computational Charrettes, improvisation and brainstorming. The thesis explores tools, digital environments, and computational design methods to create a scene for improvisational performances during Computational Charrettes. The improvisations performed during Computational Charrettes quickly and intuitively express the objectives and goals of the team members, which expedites the design process and enables co-authorship. Since improvisation is all about attentiveness, real-time, and being in the moment, our hypothesis contends that it is only possible to provide an improvisational scene by discussing and presenting a post-phenomenological framework of improvisational acts, also due to the involvement of techné and technological context. With the aid of the post-phenomenological framework, the thesis investigates brainstorming stages and settings which can support improvisational reasoning and "making". The thesis examines the "integrated" and systematic formulation of the brainstorming stages and environments to respond to the holistic complexity of computational design together with conceptual design in an early design environment. Finally, the thesis aims to provide a charrette system and the protocols of this system based on the new conceptualization of the charrettes we suggested.
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ÖgeComputational design of reciprocal frame structures: Incorporating force variables into design process(Graduate School, 2024-06-26) Karahan, Hanım Gülsüm ; Yazıcı, Sevil ; 523211009 ; Architectural Design ComputingForm-finding methods are mainly driven by forces and the state of equilibrium, terms architects do not typically engage with. Although form-finding is not a sheer creative act, it can be conceived of as more than just composing forces in a designerly way of speaking. Therefore, the way architects attempt to steer forces can encapsulate different design perspectives on form-finding methods. Architects usually use parametric design tools during the design exploration, afterward they evaluate the structural behaviour of their designs as a separate step. Even though physics-based engines allow for considering structural behaviour during the design process, they lack extended geometric space in which designers explore unexpected results that fall outside the defined design space. This thesis develops a comprehensive workflow that investigates a form through computational design and making processes while bringing structural efficiency forward. The research focuses on finding a reciprocal frame (RF) structure form at the convergence of geometry, structure, and material. RF structure is studied due to the intrinsic dependency between its geometric configuration and structural behaviour. RF structure behaviour mostly relies on its geometric configuration, unlike other spatial structures for which the material and overall form determine the structural behaviour. Any change in the design variables resonates in the whole geometric configuration thus the structural behaviour changes accordingly. Therefore, top-down design approaches in which the final form is pre-determined have been studied extensively. Recent studies of RF structures focus on improving its structural behaviour but they were realized as a separate step from form-finding process as well. There is a gap in investigating bottom-up approaches in which the structural reciprocity of the form enhances the structural behaviour simultaneously. Therefore, the following research question is asked: How can we create RF structures where interdependent design variables of structural reciprocity inform the structural behaviour? The research method consists of three main processes: 1) geometric analysis, 2) physical experiment, 3) digital form-finding. The workflow is predicated on the data flow of three processes provided during the research. Initially, geometric analysis is realized by developing a definition in an algorithmic design environment. The algorithm evaluates the geometrical efficiency of RF in terms of forming the same surface with the least material. The analysis results show that diamond or rhombus geometries can form an RF NURBS surface by requiring fewer linear elements. Therefore, rhombus geometry is investigated in the physical experiment process. The computational making process gives rise to the design of a Volumetric Frame Unit (VFU) which essentially increases the structural stiffness of RF. VFUs are joined together based on a rule-based design system to explore different RF configurations. The VFU's geometry provides an input for the digital form-finding process. Digital form finding process is undertaken through 3-Dimensional Graphic Statics (3DGS) which is an intuitive structural form-finding method. The intuitive part stems from its ability to design forces of the form visually through polyhedral shapes. Therefore, the VFU geometry is abstracted as a polyhedron which is a rhombic dodecahedron. The resulting form diagram of 3DGS which works in pure compression is transformed into an RF structure. Transformation into an RF is realized by following analytical geometric operations. Finally, the outcome is evaluated using structural analysis software. The results emphasise that the way elements assemble, and compose a volumetric configuration enables the structure to work under compression forces along with bending forces. This thesis contributes to the computational design field by developing an extended workflow incorporating the force variable into the design process, which is not prevalent for architects and designers. The research has demonstrated that the comprehensive design workflow in which geometry, structure, and material are intertwined paves the way for exploring outcomes with structural primacy. Consequently, structural primacy mostly associated with mechanical terms can be integrated into the design process which is recognized as a creative act to give rise to feasible and aesthetic forms.
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ÖgeComputing structural analogies of musical rhythms in visual design(Graduate School, 2021-06-24) Maden, Seçkin ; Özkar, Mine ; 523122004 ; Architectural Design ComputingThis thesis proposes a theoretical framework for incorporating musical compositional techniques into geometric design practices. It explores the computational properties of structural analogies and discusses their possible contributions to design and education. Although music and geometric design have been the fields that have been based on seemingly different conventions of production and representation, artist, designers, musicians, and scholars have not refrained from relating one to the other. Since Pythagoras, mathematics has been the main mediator in the correlation between music and geometry, and it has had a central role in exploring universal correspondences. Throughout this journey, a coherent link between music and geometry has not been established adequately. When computers entered the scene, it was believed that their excessive capabilities would provide a variety of solutions to the problem of revealing the common hidden order behind geometric and musical forms. However, concerning the integration of both ends, it turned out that computational means did not contribute to finding generalized, deterministic laws of associations. Instead, they had a role in creating an open-ended exploration space where correlations were established between individual discoveries of seeing and hearing. The dynamic nature of computational formalisms allowed each new discovery to reshape a proposed relationship between design and composition processes in its entirety. A common criticism of formal approaches in design and musical composition is that they limit creativity and spontaneity. However, when used to support the back-and-forth routine of creation processes, rule-based formalisms enhance the possibility of encountering emergent discoveries at the levels of within- and between-domains. In the practices of both musical composition and geometric design, the very nature of developing form is temporal and dynamic. When it comes to expressions, music occurs in time, and it is realized temporally, while geometric form occurs in two and three-dimensional space, and it is realized spatially. On the other hand, in design processes, the interpretation of spatial entities relies on temporal judgments similar to musical events. With the advent of computational formalisms, it is possible to produce hybrid forms of spatiotemporal compositions while incorporating musical kinds of progressions into geometric design scenarios. In this dissertation, the formalisms borrowed from musical composition techniques provide a multi-faceted display of geometric development by which it is enabled to explicate and trace design interventions not only in space but also in time-continuum. The possibility of evaluating the time-dependent development of geometric form in real-time unfolds the visual organization's each constituent one by one and the system that puts them together. Both in geometric design and music, analyzing and reproducing compositional elements in the time continuum provides enhanced control over the end form. The fragmented nature of a geometric design problem gains a more clear subdefinition, and it provides a better understanding of the overall scheme. The temporal nature of geometric pattern generation involves specific interrelationships between the parts and their constantly changing function in a whole. Enhanced control over time variables in such a dynamic process enables designers to produce more prosperous alternatives. Concerning the computational formalisms proposed in this thesis, the influence of musical temporality on the generation of geometric forms can be classified under two headings. The first one refers to the production of visual elements in time. In the proposed computational implementations, this corresponds to the step-by-step development of geometric lines in an additive manner, originating from the continuous and dynamic expression of musical lines. The second one addresses the kind of temporality that is present in underlying structural organizations of geometric and musical compositions. Since the initial focus of this dissertation is on the time aspects of both art forms, proposed analogies are limited to the domain of rhythm. The proposed computational model in this thesis communicates structural knowledge of particular compositional techniques in music to geometric pattern-making, where the temporal characteristics of the former determine the spatial features of the latter. The analyses show that the canonic and contrapuntal structures of musical rhythm can be described with formal languages, and their counterparts can be found in geometric patterns. Learning and computing musical structures of rhythm can enable designers and students to develop creative approaches and a multiplicity of solutions to pattern-based problems. In the computational model presented in this thesis, the interaction between geometric design and musical composition is evaluated as a form of communication, consisting of Encoding, Transcoding, and Decoding phases. The encoding of rhythmic musical structures and the decoding of geometric patterns are carried out in parallel with the standard communication model. The Encoding and Decoding phases are linked with the intermediary level of Transcoding, where the formalisms extracted from musical conventions of rhythm are formalized to be used in generating various geometric pattern classes. The proposed transcoding approach has its theoretical foundation in Lev Manovich and Fredric Jameson's views on the subject. The employed formalisms are mainly based on Chomsky's transformational grammars. They are adapted in a way to satisfy the needs of both design and musical functions. In general, the main outcome of this thesis is the outlined computational model developed for designers and design students to be used as a guide for musical analogies in their design processes. Through the Encoding, Transcoding, and Decoding levels of the model, it is aimed to communicate an analogy method that follows the steps of analysis, abstraction, formalization, and pattern generation. The evidence found in several studies shows that modeling musical analogies in this way can support individual processes of pattern making, systematic thinking, and creative problem-solving.
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ÖgeÇevresel performans odaklı adaptif cephe modülü için akıllı sistem tasarımı(Lisansüstü Eğitim Enstitüsü, 2021-03-05) Karakoç, Erhan ; Çağdaş, Gülen ; 523152009 ; Mimari Tasarımda BilişimGünümüz teknolojik gelişmeleri, binaların çevresiyle ile olan ilişkilerinin yeniden sorgulanmasını gerekli kılmaktadır. Binalar çevreleri ile ilişki kurarak kendilerini değişen şartlara göre adapte edebilme potansiyeline sahiptirler. Çevresine adapte olan binalar ve bileşenleri Adaptif Mimarlık yaklaşımı altında değerlendirilmektedir. Adaptasyonun binalar için vazgeçilmez bir unsur olduğu görülmektedir. Teknolojiye bağlı olarak gelişen günümüz mimarlık anlayışında, binalar çevrelerindeki değişimleri algılayıp bunları veriye çevirip, bu verileri yorumlayarak adapte olmaktadırlar. Akıllı binalar olarak nitelendirilen bu binalar çeşitli algılayıcı sistemleri ile donatılmışlardır. Bu algılayıcılar çevresel verilerin algılanıp, binanın veya bileşenin işleyici mekanizma tarafından değerlendirilmesi için aktarılmasını sağlamaktadır. Aktarılan bu veri çeşitli kontrol stratejileri ve karar verme süreçleri ile yorumlanmakta ve belirli durumlar için binanın adaptasyon sürecine katkı sağlayacak şekilde kullanılmaktadır. Tüm bu adaptasyon sürecinin esas amacı binanın performansına katkıda bulunmak ve bina kullanıcısının konfor koşullarını optimum seviyede tutmak olarak özetlenebilir. Bu sürecin en önemli parçası binaların ve bileşenlerinin yönetilmesini sağlayan kontrol stratejileri olarak nitelendirilebilir. Akıllı sistemler bir dizi karar verici sistemden oluşan kontrol stratejileri tarafından yönetilmektedir. Akıllı binalarda bu stratejiler, "beyin" adı verilen bina yönetim sistemleri aracılığıyla tek bir merkezden yürütülmektedir. Akıllı cephelerde ise bina yönetim sistemine ve prosedürüne bağlı olarak ya da dağıtık olarak yürütülebilmektedir. Cephelerin kontrol edilmesinde, dağıtık sistemlerin kullanılması mekana ve kullanıcıya özgü seçimler sunduğundan, merkezi sistemlere kıyasla bazı avantajlar sağlayabilmektedir. Aynı zamanda algılayıcıların, işleyicilerin, eyleyicilerin ve veri depolama araçlarının boyutlarının küçülmesi, maliyetlerinin düşmesi gibi etkenler de düşünüldüğünde, günümüz performans odaklı, adaptif ve akıllı cephelerinin kontrol mekanizmalarında dağıtık sistemler daha öne çıkmaktadır. Buna ek olarak adaptif ve akıllı cephelerin kontrol edilmesi sürecinde çeşitli çatışmalar ve parametrelerin hiyerarşik bir biçimde yönetilemediği durumlar da olabilmektedir. Bu çatışmaların sebepleri; bina kullanıcısı, çevresel ihtiyaçlar ve bina bileşenlerinin ihtiyaçlarının uyuşmazlıkları olarak özetlenebilir. Bu çatışmalar; bina kullanıcısı için uygun konfor koşullarının sağlanamamasına, cephenin bileşenlerinin hareket sayısının fazlalığına bağlı olarak malzeme yorulmalarına, enerji etkinliğinin sağlanamamasına sebep olabilmektedir.
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ÖgeDesigning and Testing a Virtual Reality Online Shopping Application(Graduate School, 2021) Kılıç, Ekin ; Gül, Leman Figen ; 705424 ; Department of InformaticsE-commerce is the exchange of products and services over electronic platforms. Most transactions on the internet, from banking services to hotel reservations, can be considered as an e-commerce activity. Online Retail, E-Tailing or Online Shopping is a type of E-commerce in which the customers purchase finished products through websites and applications using devices such as computers, tablets or smartphones. With the improvement of the internet speed, the development of smart devices and these technologies becoming cheaper day by day; the online shopping method has been adopted by more and more customers over time. The number of online shopping sites, the number of businesses selling over the internet and the volume of online shopping are increasing every year. Also, it is predicted that these figures will continue to increase in the near future both globally and in Turkey. The COVID-19 pandemic has also been a catalyst for the growth and adoption of e-commerce and the online retail sector. In order to prevent the virus from spreading faster, governments have taken mass quarantine measures, imposed lockdowns and banned indoor public spaces temporarily but for a long time. During the lockdowns, people tended to shop online to meet their needs and online shopping methods have penetrated our daily lives more than ever. Even after the restrictions are removed, people are still hesitant to go to closed public spaces and physical stores because of contagion risk. E-commerce and online retail provide many advantages to customers. However, although the sector has been in our lives for a long time, it still has some unsolved problems. Since the sector already takes a big role in our lives and will continue to grow in the future, some steps should be taken to solve these problems. Thus, online customer satisfaction and service quality can be increased. According to customers, a very obvious problem in the sector is to buy products without seeing and experiencing them physically. While shopping online, customers examine products through photos. Photos do not allow customers to fully perceive the products or they may be misleading about a products texture, size or quality. The customers may encounter a product different from what they have expected after the delivery. Dealing with returns after such events reduces customer satisfaction and also causes a waste of logistics workforce. In order to overcome this negativity, some businesses considered using technologies that can offer a more realistic 3D experience instead of 2D interfaces such as websites and mobile applications, in the near future. Therefore, some companies and academic studies have produced prototype shopping systems using Virtual Reality and Augmented Reality technologies.
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ÖgeDesigning digitally-enhanced environments for children's play with everyday objects(Graduate School, 2021-09-30) Kay, İpek ; Özkar, Mine ; 523122009 ; Architectural Design ComputingOver the past years, several digitally-enhanced play environments have been developed. Today, digital technology is dispersed in the everyday settings children live, learn, and play in. In this thesis, the first aim is to contribute to design studies for children's playscape by developing a blended environment for children, particularly by stimulating their physical activity and narration. A second aim is to offer design guidelines for enhancing children's play and bodily movements in other contexts and enabling children to articulate spatial narrations. The third goal is to develop spatial interaction forms that enhance children's narration and bodily movement digitally enhanced environments. This goal requires understanding children's narrative play within actions, objects, and people to make new directions for future studies. In this context, creating possibilities for stimulating children's physical movements and actions while interacting with the digital environment and other children is essential. This aspect of embodiment refers to interaction with an environment through children's bodies and senses to enhance their awareness of their surroundings. Regarding an overview of related work in human-computer interaction, this study opens up a discussion on the intermediary capacities of objects. While identifying different interaction forms that children have with objects and position blended environments within this classification, this study offers a repertoire of roles children take on in the play. Concentrating on narration-heavy pretend play expands children's spatial experience in digitally-enhanced environments to encompass active engagement with objects. I proposed a framework with categories of interaction and a repertoire of roles that embody an unifying approach to designing an environment that sustains the values of bodily and sensorial experiences in children's playscapes. A formulation of the essential qualities for spatially may enable narration in play. Firstly, I categorized the different forms of interaction observed in relevant examples of digitally-enhanced narrative environments for children. The criteria were the distinction of physical and metaphysical scales of the interaction. These categories are the basis for exploring spatial features necessary for children's imaginative play in their everyday environments. Secondly, I depicted the narrating behaviors of children in playscapes based on patterns of full-body engagements with object/space in developmental psychology literature and recent human-computer interaction (HCI) research. The various forms of interaction yield to playscapes' digital and physical potential features. Thirdly, I established four basic design principles for digitally-enhanced playscapes that encompass the categories of interaction and the repertoire of roles towards promoting children's bodily interactions with everyday objects. These key features frame ways to introduce spatial narrative into playscapes by addressing the potential of digitally-enhanced environments for children's narrative worlds during pretend play. I present a framework for designing children's playscapes to co-construct narratives, engage in active exploration, and reflect on narrative experiences. Developing design principles have two main benefits as part of this research. The first is that these guidelines help other designers design digitally-enhanced playscapes for children's physical activity. The second benefit concerns the research process, and it orients the researcher. While establishing design principles, the second level in which design activity occurs focuses on creating spatial scenarios for children's narrations. These scenarios are developed as conceptual designs and prototypes as an integral part of the research. Working with prototypes helped emerge new ideas, so it becomes an exploration device throughout this study. And lastly, through the prototype, the interaction patterns were explored and evaluated whether the prototype sustains children's bodily and sensorial experiences. A novel digitally-enhanced physical environment was developed, called Monnom. It provides body-object interaction, only requires a webcam. Its algorithm recognizes physical objects within view and drives the interaction with a digital canvas. With Monnom, while children play with objects in their physical space, their stories simultaneously take shape in the digital environment. It may support children's understanding of the causal links by spatial experiences. The prototype has been assessed with children in a museum and a school. Throughout the evaluation, the aim was to understand whether tangible interaction supports physicality and forms of embodied experience. The Observational System for Spatial Narration of Children was developed to understand how children's interactions with Monnom affect their physical activity and peer communication. The thesis argues that blended environments which combine digital and physical media may contribute to the versatility of such spatial activity by focusing on supporting children's use of body movement and senses in narrative play.
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ÖgeDetecting beacons in grasshopper visual programming language(Graduate School, 2023-02-15) Haddur, Atra ; Kanan, Aslı ; 523191001 ; Architectural Design ComputingProgram comprehension (PC) is a process of understanding an unfamiliar program either written by oneself or another programmer in order to perform further maintenance tasks. PC plays an important role in both understanding the existing programs and creating them. But it consumes a huge amount of programmer's time and it is considered an intensive cognitive process that involves heavy brain activity for creating the model or abstraction of the program. Generally, programmers don't write code from scratch. Sometimes they only have to review pages where a suitable precedent can be found and make a few modifications based on existing programs. Therefore, they need to develop PC skills to read and reason about code written by other programmers and reflect on their code as they write, debug, or extend it. On the other hand, acquiring this skill is challenging. Previous studies have indicated that beacons can ease the comprehension process for programmers. Beacons are described as stereotyped segments of code which provide hints about the existence of a particular programming structure or operation. They can be any surface features that typically occur in a program and strongly point to the program's function and they are highly recognizable to the experts. Although there have been several studies within the context of TPLs, to investigate the existence of beacons and their contribution to PC, we did not encounter studies focusing on beacons in Visual Programming Languages. In addition, the studies related to comprehension and beacon had mostly focused on computer programmers and to the best of our knowledge there are no studies focusing on designers or the design domain. However, not only TPLs but also VPLs have been widely used for various purposes, particularly in the design field. Programming has been recognized as one of the inevitable skills for almost every field, especially in the 21st century. Architecture and design are no exceptions. With the emergence of visual programming languages in the field of architecture, architects can now solve complex problems and produce complex forms. As a result, this process has begun to have a significant impact on the proficiency required for architects. Leading architectural firms such as Zaha Hadid Architects (ZHA), and Bjarke Ingels Group (BIG) are already benefiting from parametric visual programming tools, such as Grasshopper, in their design process. However, learning a visual programming language in the first place can be non-trivial. Understanding how to imply design ideas and identify the relevant parts inside precedents to create a program or by extending existing programs to create desired designs can be time-consuming. The previous studies on TPLs suggest that beacons can help programmers to overcome these challenges. Do beacons help designers to cope with the above challenges and support visual programming comprehension as promised in textual programming languages? But most importantly, do beacons exist in VPLs? Answering these questions is the main goal of this study. In order to investigate the existence of beacons and their effect on visual program comprehension, similar studies investigating beacons and program comprehension were examined. Based on the examination of existing resources, three hypotheses were developed to search for beacons. In order to test these hypotheses, a controlled experiment was conducted with designers using Memorization-Recall and Eye Tracking Methods. The experiment consisted of three parts which were carried out in chronological order. The first part involved survey questions related to the participants' experience while learning and using Grasshopper. The second part involved an eye-tracking session, to identify beacons by observing participant's gazing behavior while performing program comprehension task. In the final part, recall-memorization task was performed and the designers were asked to describe the program function. In order to examine the collected data according to the correctness of the answers and experience level, the participants were divided into two categories: that were correct- incorrect group and novice - experienced group. After completing the experiment BeGaze software was used to collect eye-tracking data, particularly, Revisit and Fixation Count. SPSS software and Google Spreadsheets were used to conduct a statistical analysis of the collected data. The results showed that experienced participants and participants who could comprehend the program correctly could identify the pullPoint as a beacon. This can indicate that beacons exist in VPLs as it was indicated in TPLs. So it can be concluded that pullPoint component can have a high potential to be identified as a beacon in Grasshopper. The main contribution of this research is initiating beacon studies beyond textual programming languages by providing empirical evidence for the existence of beacons in visual programming languages. In addition to it, learning and teaching visual programming languages can also benefit from the findings of this study.
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ÖgeDREAMSCAPE: Use of virtual reality in architectural design & education(Graduate School, 2023-03-24) Doma, Oğuz Orkun ; Şener, Sinan Mert ; 523142004 ; Architectural Design ComputingVirtual 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, and manipulation activities during the design process. This framework aims to facilitate intuitive interactions beyond the preconceptions of traditional computer-aided design (CAD) systems. To demonstrate and establish the framework, an experimental VR design tool named Dreamscape Bricks VR has been designed and developed for this study in Unreal Engine 4, employing LEGO bricks as base components to create a high-fidelity interactive design environment. To compare the design processes between physical and virtual mediums, design experiments were conducted with a group of 14 participants consisting of architects, graduate students, and undergraduate design students. Each participant was tasked with designing a shelter and a pavilion, once using physical LEGO bricks (in situ) and once using the Dreamscape Bricks VR tool (in virtuo). The design processes in both the physical and virtual mediums were analyzed through video recordings of the participants, retrospective think-aloud protocols, and post-experiment surveys. The participants' cognitive design processes were evaluated using the Function-Behavior-Structure (FBS) framework and infographic entropy analysis, while the Embodiment-Experience-Manipulation (EEM) taxonomy was developed to conduct a deeper analysis of the design activities observed in the session recordings that could not be reflected in the retrospective self-reports. The results revealed comparably rich cognitive design processes in both mediums. However, the VR medium exhibited significantly higher levels of embodiment and experience activities. Notably, manipulating user scale within the VR environment introduced unique design opportunities, facilitating a dynamic exploration of spatial design at various scales, which is unavailable in the physical medium. Overall, this research offers guidelines for VR design tool development, focusing on more intuitive, immersive, and user-friendly experiences. The findings of the design experiments provide insights into the use of VR and metaverse environments in architectural design and education. By offering a more immersive design experience through designing while being present inside, similar to dreamscapes, VR has the potential to unlock novel creative opportunities and enhance the design process.
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ÖgeEkstrüzyona dayalı yapımda yeniden yapılandırma süreçleri için kavramsal bir çerçeve(Lisansüstü Eğitim Enstitüsü, 2021-11-03) Karakoç Oral, Hülya ; Çolakoğlu, Meryem Birgül ; 523152012 ; Mimari Tasarımda BilişimÜretim yöntemleri ve süreçleri teknolojik gelişmelere paralel olarak zaman içerisinde farklılaşmıştır. Öte yandan, hesaplamalı tasarım yaklaşımındaki paradigma değişimleri, zanaatın bu yönüne olan ilgiyi arttırmış ve bu alandaki dönüşüme zemin hazırlamıştır. Bununla birlikte, mevcut kaynakları kullanarak tasarlama, yapma, dönüştürme ve onarım gibi zanaata özgü kavramlar önem kazanmış; bireysel yapım süreçlerini kapsayan üretici kültürünün yaygınlaşması ile yapıma dair bilgi, sanal üretici platformları aracığıyla paylaşılmaya başlamıştır. Bu gelişmeler ve dönüşümler, insanın el ile yapma ve keşfetme becerisinin sayısal teknolojilerle birlikteliğinden oluşan dijital zanaatın ortaya çıkmasına neden olmuştur. Hesaplamalı tasarım düşüncesinin bir yansıması olarak mevcut üretim biçimleri, dijital ortama aktarılarak sayısal makinaların işleyeceği ve etkileşim kuracağı hale getirilmiştir. Bu dijitalleştirme sürecinde, el ile ve sezgisel olarak gerçekleştirilen yapım süreçlerindeki örtük bilginin açığa çıkarılmasında yapım gramerleri gibi kural tabanlı yöntemlerin kullanımı giderek önem kazanmaktadır. Biçim gramerlerinin bir alt başlığı olarak nitelendirilen yapım gramerleri, parametre ve kurallardan oluşan işlem dizileri ile yapım süreçlerini tanımlamak ve gramer kurallarının malzemeyi biçimlendirmek için uygulanması ile çözüm uzayını genişletmek için kullanılmaktadırlar. İncelenen çalışmalarda yapım gramerlerinin dijital fabrikasyon araçlarına bağlı yapım süreçlerinde veya ön tasarım aşamasında malzeme ile birlikte keşif süreçlerinde kullanıldığı belirlenmiştir. Bu yöntemin manuel araçlara bağlı yapım süreçlerinin çözümlenmesinde deneysel yöntemle birlikte kullanılması ile özellikle el ile yapımdaki riskin azaltılması, yapımın planlı ve kontrollü hale getirilmesi, mevcut araçların özelleştirilmesi söz konusu olabilmektedir. Mevcut araçların ve yapım yöntemlerinin özelleştirilmesi, dijital fabrikasyon araçlarına erişimin ve müdahale imkanının sınırlı olması gibi sebepler bu fabrikasyon süreçlerine alternatif olabilecek yaklaşımlar geliştirilmesine ön ayak olmaktadır.
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ÖgeFraktal boyut ve lakunarite hesaplamaları ile parkların dönemsel analizleri ve değerlendirmeleri(Lisansüstü Eğitim Enstitüsü, 2022) Ursavaş, Nazlı Bahar ; Çağdaş, Gülen ; 523171007 ; Mimari Tasarımda Bilişim ProgramıFraktal örüntüler, sonsuz döngüye sahip, karmaşık, matematiksel denklemlerle oluşturulan ve birbirinin tekrarı olan kurgulardır. Doğada kendiliğinden var olan veya farklı bağlam ve örüntüler ile oluşan bu yapılar, günümüzde dijital olarak matematiksel yapılarla oluşturulmakta ve farklı alanlarda kullanılmaktadır. Fraktal örüntülerin varolduğu alanlardan biri de yeşil alanlardır. Açık ya da yeşil alanlar günümüzde hızla büyüyen kentlerin estetik ve fonksiyonel eksiklerini tamamlamaktadır. Bu durumda kentsel mekan ögelerinden biri olan yeşil alanların ve onların değerlendirilmesinde aynı zamanda tasarımında kullanılan modeller önem kazanmıştır. Araştırmanın konusu olarak, bir yerleşim merkezinde kamu yararına düzenlenmiş ve bu şekliyle "park" olarak tanımlanan yeşil alanlar; karmaşık geometrik şekillerden oluşmaları, parçalı yapıları ve bazen de tekrar eden desenlere sahip olmaları nedeniyle fraktal özellikler taşımaktadır. Bu benzer özellikler dolayısıyla tezde, parkların fraktal geometri çerçevesinde ele alınması ve incelenmesi üzerine çalışılmıştır. Bu bağlamda kentsel sistemlerin bir parçası olan parkların fraktal boyut ve lakunarite hesaplamaları yönünden değerlendirmeleri ve analizlerine yer verilmiştir. Tez, öncelikli olarak bir literatür taraması içerirken bu literatür araştırmaları fraktallere ait olan kavram tanımlamaları ile başlamaktadır. Bu kavram açıklamalarını fraktal geometri ve ona ait başlıkların anlatımı takip etmektedir. Daha sonrasında fraktal boyut, lakunarite kavramlarına değinilmiş olup bu başlıklara ait hesaplama yöntemleri incelenmiştir.Bu çalışmalar kullanılacak olan hesaplamalı yöntem sonucunda ortaya çıkan verilerin değerlendirmesini desteklemek amacıyla ortaya konulmuştur. Tez çalışması kapsamında, fraktal geometrik analizlerde yer alan başlıca hesaplama yöntemlerinden biri olan "kutu sayma yöntemi" kullanılmış olup, bu yöntem sayesinde yeşil alanların objektif ve matematiksel verilere dayandırılarak karşılaştırılması için bir yaklaşım önerilmiştir. Birbirlerinden farklı özelliklere sahip olması göz önünde bulundurularak seçilen çalışma alanları (bulundukları konum, kapasite, hacim, hitap ettikleri nüfusun yoğunluğu vs. parametreler göz önüne alınarak), bahsedilen kutu sayma yöntemi ile gözeneklilik(lakunarite) ve fraktal boyut hesabı yapılması uygun görülmektedir. Bu hesapların yapılabilmesi için ImageJ programına ait olan Fraclac eklentisi ile çalışılmıştır. Google Earth ve Global Human Settlement Layer'dan elde edilen uydu fotoğraflarının iki boyutlu aktarımı ile hesaplamalar yapılmıştır. Bu haritaların iki boyuta aktarılmasının temel sebebi de kullanılacak olan programa ait algoritmaların iki boyutlu imajlar ile daha doğru sonuç vermesinden kaynaklanmaktadır. Bu doğrultuda İstanbul ilinin farklı lokasyonlarında bulunan ve çeşitli parametrelere göre seçilmiş olan dört adet park kullanılmıştır. Seçilen bu parkların zaman içerisinde değişen yapıları gözlemlenerek ortaya çıkan farklılıkların, gelişim ya da dönüşümlerinin değerlendirilmesi amaçlanmaktadır. Yapılan incelemeler sonucunda parkların dönemsel olarak çeşitlilik gösteren yapılarının fraktal ve lakunarite hesaplama yöntemleri üzerinden analizleriyle gösterilmesi hedeflenmiştir. Yapılan analizlerin grafiksel dökümü ile de matematiksel karşılaştırmalar için veriler oluşturulmuştur. Çalışma sonucunda ortaya çıkan verilerin değerlendirilmesinde fraktal analizlerin üstlendiği rol üzerinde durulmuştur. Bu çözümlemelerde kullanılan yöntemlerin söz konusu olabilecek yeni araştırma alanlarına katkı sağlayabileceği düşünülmektedir. Bu da bir kent ögesi olan yeşil alanların parçası olan parkların kullanıcılarından elde edilebilecek geri dönüşlerle yeni park tasarımları için veri oluşturabileceği öngörülmektedir.