Browsing by Author "Güleç, Ulaş"
Now showing 1 - 18 of 18
- Results Per Page
- Sort Options
Article Citation - WoS: 31Citation - Scopus: 40A 3D virtual environment for training soccer referees(Elsevier Science Bv, 2019) Güleç, Ulaş; Gulec, Ulas; Yilmaz, Murat; Yılmaz, Murat; Isler, Veysi; O'Connor, Rory V.; Clarke, Paul M.; 47439; Bilgisayar Mühendisliği; Yazılım MühendisliğiEmerging digital technologies are being used in many ways by and in particular virtual environments provide new opportunities to gain experience on real-world phenomena without having to live the actual real-world experiences. In this study, a quantitative research approach supported by expert validation interviews was conducted to determine the availability of virtual environments in the training of soccer referees. The aim is to design a virtual environment for training purposes, representing a real-life soccer stadium to allow the referees to manage matches in an atmosphere similar to the real stadium atmosphere. At this point, the referees have a chance to reduce the number of errors that they make in real life by experiencing difficult decisions that they encounter during the actual match via using the virtual stadium. In addition, the decisions and reactions of the referees during the virtual match were observed with the number of different fans in the virtual stadium to understand whether the virtual stadium created a real stadium atmosphere for the referees. For this evaluation, Presence Questionnaire (PQ) and Immersive Tendencies Questionnaire (ITQ) were applied to the referees to measure their involvement levels. In addition, a semi-structure interview technique was utilized in order to understand participants' opinions about the system. These interviews show that the referees have a positive attitude towards the system since they can experience the events occurred in the match as a first person instead of watching them from camera as a third person. The findings of current study suggest that virtual environments can be used as a training tool to increase the experience levels of the soccer referees since they have an opportunity to decide about the positions without facing the real-world risks.Article Citation - WoS: 7Citation - Scopus: 10A literature survey: Is it necessary to develop a new software development methodology for virtual reality projects?(Graz Univ Technolgoy, inst information Systems Computer Media-iicm, 2017) Güleç, Ulaş; Gulec, Ulas; Yilmaz, Murat; Yılmaz, Murat; Isler, Veysi; 47439; Bilgisayar Mühendisliği; Yazılım MühendisliğiSoftware development is a complex human endeavour with high failure rates. Although a variety of software development methodologies have been proposed to improve the software development process, there is no universal model for all software development organizations. Virtual reality (VR) is an emerging trend especially for the gaming industry, which should prepare itself for VR development. The goal of this study is to explore potential software development activities and determine whether designing a new software development methodology for VR projects is an important topic for software development organizations working on VR software development. For this purpose, a literature survey has been completed and 71 academic studies have been examined in detail. This study shows that no work is being conducted in the field of developing a new methodology for VR projects. However, the study does show that there are similar endeavours in the field of human computer interaction (HCI), such as game development methodology.Article Citation - WoS: 9Citation - Scopus: 15A serious game for improving the decision making skills and knowledge levels of Turkish football referees according to the laws of the game(Springer international Publishing Ag, 2016) Güleç, Ulaş; Gulec, Ulas; Yilmaz, Murat; Yılmaz, Murat; 47439; Bilgisayar Mühendisliği; Yazılım MühendisliğiDigital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies and traditional game design. This study proposes a quantitative research approach supported by expert validation interviews to designing a game-based learning framework. The goal is to improve the learning experience and decision-making skills of soccer referees in Turkey. A serious game was developed and tested on a group of referees (N = 54). The assessment results of these referees were compared with two sample t-test and the Wilcoxon signed-ranked test for both the experimental group and the control group. The findings of the current study confirmed that a game-based learning environment has greater merit over the paper-based alternatives.Conference Object Citation - WoS: 10Citation - Scopus: 12Adopting Virtual Reality as a Medium for Software Development Process Education(Assoc Computing Machinery, 2018) Güleç, Ulaş; Gulec, Ulas; Yilmaz, Murat; Yılmaz, Murat; Isler, Veysi; O'Connor, Rory, V; Clarke, Paul; 47439; Bilgisayar Mühendisliği; Yazılım MühendisliğiSoftware development is a complex process of collaborative endeavour which requires hands-on experience starting from requirement analysis through to software testing and ultimately demands continuous maintenance so as to mitigate risks and uncertainty. Therefore, training experienced software practitioners is a challenging task. To address this gap, we propose an interactive virtual reality training environment for software practitioners to gain virtual experience based on the tasks of software development. The goal is to transport participants to a virtual software development organization where they experience simulated development process problems and conflicting situations, where they will interact virtually with distinctive personalities, roles and characters borrowed from real software development organizations. This PhD in progress paper investigates the literature and proposes a novel approach where participants can acquire important new process knowledge. Our preliminary observations suggest that a complementary VR-based training tool is likely to improve the experience of novice software developers and ultimately it has a great potential for training activities in software development organizations.Conference Object Citation - WoS: 8Citation - Scopus: 15Applying Blockchain to Improve the Integrity of the Software Development Process(Springer international Publishing Ag, 2019) Yılmaz, Murat; Yilmaz, Murat; Tasel, Serdar; Güleç, Ulaş; Tuzun, Eray; Gulec, Ulas; O'Connor, Rory V.; Clarke, Paul M.; 55346; Yazılım Mühendisliği; Bilgisayar MühendisliğiSoftware development is a complex endeavor that encompasses application and implementation layers with functional (refers to what is done) and non-functional (how is done) aspects. The efforts to scale agile software development practices are not wholly able to address issues such as integrity, which is a crucial non-functional aspect of the software development process. However, if we consider most software failures are Byzantine failures (i.e., where components may fail and there is imperfect information on which a component has failed.) that might impair the operation but do not completely disable the production line. In this paper, we assume software practitioners who cause defects as Byzantine participants and claim that most software failures can be mitigated by viewing software development as the Byzantine Generals Problem. Consequently, we propose a test-driven incentive mechanism based on a blockchain concept to orchestrate the software development process where production is controlled by a similar infrastructure based on the working principles of blockchain. We discuss the model that integrates blockchain with the software development process, and provide some recommendations for future work to address the issues while orchestrating software production.Conference Object Citation - Scopus: 0Bilgisayar Mühendisliği Bitirme Projeleri için Düşünülmüş Bir Süreç Yönetim Modeli(CEUR-WS, 2016) Yilmaz, M.; Güleç, Ulaş; Taşel, S.; Güleç, U.; Sopaoǧlu, U.; Bilgisayar MühendisliğiConference Object Citation - WoS: 10Citation - Scopus: 13Cengo: A Web-Based Serious Game To Increase the Programming Knowledge Levels of Computer Engineering Students(Springer international Publishing Ag, 2019) Güleç, Ulaş; Gulec, Ulas; Yilmaz, Murat; Yılmaz, Murat; Yalcin, Alihan Dogus; O'Connor, Rory V.; Clarke, Paul M.; Bilgisayar Mühendisliği; Yazılım MühendisliğiIn recent years there has been an increased use of serious games to help increase the level of knowledge and experience of individuals working in different domains. In particular serious games for educational purposes have been used in many domains including software engineering and computer science [1]. Hence, this study proposes a quantitative research approach to increase the programming knowledge levels of the first-year undergraduate students at computer engineering departments. For this aim, a responsive web platform was developed to teach the syntax and logic of the C programming language by using game elements. This environment provided students with an ability to independently investigate the C programming language continuously since the platform is always accessible. To better understand the effectiveness of the designed environment, 10 first-year computer engineering students were selected as a pilot experimental group. According to the results obtained from the user tests, this game can be used as an educational tool, which supports the traditional training methods, to increase the knowledge levels of students about the syntax and logic of the C programming language.Conference Object Contribution of Intelligent Repeat Engine in Mobile Learning for Enhancing Students’ Learning in Industrial Engineering Education(1) Saran, Murat; Güleç, Ulaş; 17753; Bilgisayar MühendisliğiConference Object Citation - WoS: 0Citation - Scopus: 1Digital Storytelling on a Virtual Heritage Museum with Believable Agents(Ieee, 2021) Güleç, Ulaş; Gulec, Ulas; Yilmaz, Murat; Yılmaz, Murat; Kalan, Kaan; Dikbayir, Hasan Saygin; Merdivanli, Ogulcan; Degirmenci, Utku Mert; Clarke, Paul M.; Bilgisayar Mühendisliği; Yazılım MühendisliğiThe preservation of cultural heritage plays a very important role in terms of the sustainability of societies since culture is one of the most important phenomena that hold individuals together. However, although the protection of cultural heritage is a very important issue for societies, there are serious problems in the accuracy of information or access to information due to the verbal or written communication of the subjects that need to be conveyed. In particular, there is a serious decrease in the sense of belonging in individuals due to the inability to transfer cultural heritage to the younger generations correctly. At this point, the aim of the study is to teach individuals the Turkish horror culture by experiencing them in a realistic environment with various different stories in a virtual reality-based gamified system instead of teaching them in writing or verbally. For this purpose, a 3D virtual museum was developed within the scope of the study, inspired by real characters and areas, and it was aimed for individuals to learn Turkish horror culture elements through tasks in different scenarios. The developed system was tested by 5 experts in the field as a preliminary study and the realism level of the created system was measured with the comments of the experts. According to the findings, it has been determined that the level of realism offered by the designed virtual environment is sufficient to explain the Turkish horror culture to individuals.Master Thesis Educational game-based learning framework about laws of the game for football referees(2015) Güleç, Ulaş; Bilgisayar MühendisliğiDigital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies, and traditional game design. Many scholars are actively pursuing serious gaming research, and adopting interactive learning techniques to complement classroom training. Serious games frequently focus on playful activities, which are connected with games and learning, and commonly concerned with the educational nature in a specific field. One particular example is that the FIFA (Federation Internationale de Football Association), which spends a significant amount of money on training referees annually (e.g. 40 million US dollars for 60 referees during the World Cup 2010). In addition, Turkish Football Federation is investing on the education and training of football referees about the football game rules (i.e. the Laws of the Game). However, no previous study has been conducted to reveal the importance of games to teach the football game rules to Turkish football referees.This study proposes a mixed-method research approach to design a game-based learning framework particularly for improving the learning process of the football referees in Turkey. To evaluate the game and play activities of our approach, firstly, a paper-based prototype was designed and play-tested by a group of expert reviewers. Secondly, a serious game was developed, and tested on a group of referee candidates. The examination results of referees were compared with two sample t-test for the referees, who worked with traditional methods and for those who worked with the developed tool. The findings of the current study confirmed that a game-based learning environment has a lot of merits over paper-based approaches.Conference Object Citation - Scopus: 0Factors that raise the reality of the virtual office environment designed to educate software development processes(CEUR-WS, 2018) Güleç, Ulaş; Güleç, U.; Yılmaz, M.; Yılmaz, Murat; İşler, V.; 47439; Bilgisayar Mühendisliği; Yazılım MühendisliğiSoftware Development Virtual Reality (SDVR) is an interactive virtual reality (VR) experience based on the tasks of software development starting from requirement analysis through software testing. The SDVR experience transports participants to a virtual world of a software development organization where they experience development problems and conflicting situations. In SDVR, the participant takes on the role of a new software developer being recruited into software development firm who should work alongside with five virtual characters, played by artificial intelligence. The purpose of this study is to explain the properties of the virtual office environment where the participants can experience software development processes in real office conditions. In order for people to gain experience, the simulated software development process should include the atmosphere and dynamism of the actual office environment. For this reason, the factors affecting the atmosphere of the virtual office environment are presented in the light of the opinions of the experts working in the field of software engineering. According to the results of this study, it is revealed that such a virtual office environment is a useful tool that can be used in the training of individuals who will work in software development field.Conference Object Citation - Scopus: 1Futbol Hakemlerinin Eğitimi Amacıyla Tasarlanan Futbol Simülasyonunda Maçın Dinamizmini Sağlayan Etmenler(CEUR-WS, 2016) Güleç, Ulaş; Güleç, U.; Yilmaz, M.; Yılmaz, Murat; Gözcü, M.A.; Bilgisayar Mühendisliği; Yazılım MühendisliğiConference Object Citation - Scopus: 0Futbol Hakemlerinin Karar Verme Yeteneklerini Geliştirmek İçin Düşünülmüş Ciddi Oyun Tabanlı Öğrenme Çatısı(CEUR-WS, 2015) Güleç, Ulaş; Güleç, U.; Yilmaz, M.; Yılmaz, Murat; Bilgisayar Mühendisliği; Yazılım MühendisliğiConference Object Futbol hakemlerinin karar verme yeteneklerini Geliştirmek için Düşünülmüş Ciddi Oyun Tabanlı Öğrenme Çatısı(2015) Güleç, Ulaş; Yılmaz, Murat; Bilgisayar Mühendisliği; Yazılım MühendisliğiConference Object Citation - WoS: 22Citation - Scopus: 28Interactive three-dimensional virtual environment to reduce the public speaking anxiety levels of novice software engineers(inst Engineering Technology-iet, 2019) Nazligul, M. Denizci; Güleç, Ulaş; Yilmaz, M.; Gulec, U.; Yilmaz, A. E.; Isler, V.; O'Connor, R. V.; Clarke, P.; 47439; Bilgisayar MühendisliğiSoftware engineering is a set of activities that rely not only on the technical tasks but also require abilities focused on social duties such as daily meetings and product introduction presentations. However, engineers may experience elevated levels of anxiety when required to present their work in an unfamiliar environment. More specifically, they may suffer from public speaking anxiety even though they are supposed to be effective in those social tasks as well as in their engineering activities. Fortunately, previous studies suggest that the virtual exposure intervention is an effective strategy to reduce public speaking anxiety. In this study, an interactive three-dimensional virtual environment similar to real classrooms and auditoriums was developed to examine whether this might decrease the anxiety levels of novice software engineers. To compare the traditional and virtual exposure intervention, the sample set was divided equally into two groups including one experimental group and one control group. For 4 weeks, the virtual exposure intervention was conducted in the experimental group, whereas the cognitive behaviour therapy-based psychoeducation was used in the control group. The findings from authors' study illustrate that the virtual exposure intervention may represent an alternative solution to the traditional interventions for software engineers seeking to overcome public presentation anxiety.Conference Object Citation - WoS: 29Citation - Scopus: 36Overcoming Public Speaking Anxiety of Software Engineers Using Virtual Reality Exposure Therapy(Springer-verlag Berlin, 2017) Yılmaz, Murat; Nazligul, Merve Denizci; Yilmaz, Murat; Güleç, Ulaş; Gulec, Ulas; Gozcu, Mert Ali; O'Connor, Rory V.; Clarke, Paul M.; 47439; Bilgisayar Mühendisliği; Yazılım MühendisliğiPublic speaking anxiety is a type of social phobia, which might be commonly seen in novice software engineers. It is usually triggered by a fear of social performance especially when the performer is unfamiliar with the audience. Today, many software engineering activities (e.g. code inspection, peer review, daily meetings, etc.) require social gatherings where individuals need to present their work. However, novice software engineers may not be able to reduce their performance anxiety during their course of education. In this study, we propose a virtual reality approach to construct a practice environment for improving novice software engineers' pubic speaking experiences. Consequently, we examine the effects of virtual reality intervention on the public speaking experience of six novice software engineers from a computer engineering department. We designed a virtual auditorium to simulate the presentation delivery environment and findings suggest that using this infrastructure for training purposes can reduce presenter anxiety levels - which is consistent with related published studies. We believe that this virtual auditorium environment can deliver benefits for students and practitioners alike in terms of addressing the anxiety that is often associated with early stage career presenters.Conference Object Citation - Scopus: 0Simulacrum: Simulation virtual reality for emergency medical intervention in battle field conditions(CEUR-WS, 2018) Güleç, Ulaş; Güleç, U.; Gözcü, M.A.; Yılmaz, Murat; Doğan, S.; Meşurhan, N.; Yılmaz, M.; İşler, V.; Dinç, M.; 59950; Bilgisayar Mühendisliği; Yazılım MühendisliğiIn recent years, virtual reality technology has become one of the most effective tools used in the field of education due to its both hardware and software features. There are several studies in the literature that have been developed using the benefits of this technology in many different areas such as military, industrial, education, health and entertainment. This research aims to create a virtual reality based system that trains military personnel on emergency response techniques in the battle environment. In this project developed with respect to the requirements of the Turkish Armed Forces, HTC Vive, one of the most successful virtual helmets, has been used in order to increase the realism of this virtual environment where individuals learn first aid techniques or reinforce their knowledge. Participants who felt themselves in a war environment using this helmet had the opportunity to learn first aid techniques related to bullet injuries, limb ruptures and arm breaks, which are the most common forms of injury in war conditions. This developed environment has been tested by both first aid technicians and experts in the military field to take their opinions about the environment. According to the results obtained from these interviews, it was seen that the designed battle environment does not contain real life risks and it provides a continuous re-opportunity to the participants so that this environment can be a useful educational tool for increasing the knowledge levels and abilities of those who will work in this area.Article Citation - WoS: 4Citation - Scopus: 5Towards a process management life-cycle model for graduation projects in computer engineering(Public Library Science, 2018) Yılmaz, Murat; Yilmaz, Murat; Tasel, Faris Serdar; Güleç, Ulaş; Gulec, Ulas; Sopaoglu, Ugur; 55248; Yazılım Mühendisliği; Bilgisayar MühendisliğiGraduation projects play an important role in computer engineering careers in which students are expected to draw upon their knowledge and skills that were acquired since admission. To manage the activities of graduation projects, an iterative and incremental approach which aims continuous improvement is proposed as an alternative to a controversial delivery model. However, such integration brings up a set of challenges to be taken into account: e.g. multiple project deliveries, more labor-intensive effort from instructors, and ultimately continuous learning for all participants. One promising way to achieve such an integrated and continuous deployment velocity is to eliminate potential bottlenecks by giving student teams to receive early and continuous feedback. To this end, we propose a continuous feedback and delivery mechanism for managing the life-cycle of a graduation project through draft proposal, literature review, requirements gathering, design, implementation and testing which should produce intermediate outputs at predefined intervals. Most importantly, our approach makes it possible to quantify most of the activities involved in life-cycle process with various rubrics (i.e. measurement scales) that have been purposefully developed. The proposed model promotes the fact that all improvements should be monitored, evaluated and documented. The results of this study indicate that students who were managed using this approach produced better project deliverables and ultimately have delivered better and successful projects.