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Bilgisayar Mühendisliği Bölümü Yayın Koleksiyonu

Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/253

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Now showing 1 - 20 of 296
  • Article
    Citation - WoS: 14
    Citation - Scopus: 19
    Existence Theory and Numerical Simulation of HIV-I Cure Model with New Fractional Derivative Possessing a Non-Singular Kernel
    (Springeropen, 2019) Aliyu, Aliyu Lsa; Alshomrani, Ali Saleh; Li, Yongjin; Inc, Mustafa; Baleanu, Dumitru
    In this research work, a mathematical model related to HIV-I cure infection therapy consisting of three populations is investigated from the fractional calculus viewpoint. Fractional version of the model under consideration has been proposed. The proposed model is examined by using the Atangana-Baleanu fractional operator in the Caputo sense (ABC). The theory of Picard-Lindelof has been employed to prove existence and uniqueness of the special solutions of the proposed fractional-order model. Further, it is also shown that the non-negative hyper-plane a positively invariant region for the underlying model. Finally, to analyze the results, some numerical simulations are carried out via a numerical technique recently devised for finding approximate solutions of fractional-order dynamical systems. Upon comparison of the numerical simulations, it has been demonstrated that the proposed fractional-order model is more accurate than its classical version. All the necessary computations have been performed using MATLAB R2018a with double precision arithmetic.
  • Article
    Citation - WoS: 3
    Citation - Scopus: 4
    Block Size Analysis for Discrete Wavelet Watermarking and Embedding a Vector Image as a Watermark
    (Zarka Private Univ, 2019) Sever, Hayri; Sever, Hayri; Senol, Ahmet; Elbasi, Ersin; 11916; Bilgisayar Mühendisliği
    As telecommunication and computer technologies proliferate, most data are stored and transferred in digital format. Content owners, therefore, are searching for new technologies to protect copyrighted products in digital form. Image watermarking emerged as a technique for protecting image copyrights. Early studies on image watermarking used the pixel domain whereas modern watermarking methods convert a pixel based image to another domain and embed a watermark in the transform domain. This study aims to use, Block Discrete Wavelet Transform (BDWT) as the transform domain for embedding and extracting watermarks. This study consists of 2 parts. The first part investigates the effect of dividing an image into non overlapping blocks and transforming each image block to a DWT domain, independently. Then, effect of block size on watermark success and, how it is related to block size, are analyzed. The second part investigates embedding a vector image logo as a watermark. Vector images consist of geometric objects such as lines, circles and splines. Unlike pixel-based images, vector images do not lose quality due to scaling. Vector watermarks deteriorate very easily if the watermarked image is processed, such as compression or filtering. Special care must be taken when the embedded watermark is a vector image, such as adjusting the watermark strength or distributing the watermark data into the image. The relative importance of watermark data must be taken into account. To the best of our knowledge this study is the first to use a vector image as a watermark embedded in a host image.
  • Conference Object
    Simulacrum: 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 Mühendisliği
    In 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.
  • Conference Object
    Factors 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 Mühendisliği
    Software 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 - WoS: 3
    Citation - Scopus: 3
    Towards a Quest-Based Contextualization Process for Game-Based Learning
    (Acad Conferences Ltd, 2014) Yılmaz, Murat; Yilmaz, Murat; Saran, Murat; Saran, Murat; O'Connor, Rory; Yazılım Mühendisliği; Bilgisayar Mühendisliği
    This study proposes a quest-based contextualization (QBC) process, which transforms part of a traditional lecture into a well-defined questing structure. The goal is to create a learning experience by using a systematic game-based questing approach. The QBC procedure is a set of sequential tasks defined by the game designer to reflect the instructional objectives of the course. It is formed as an interaction perspective from which a game system can be materialized, and which aims to improve the quality of the game flow and the user experience in a game-based learning environment. We claim that a game-based contextualization process can be used to restructure a traditional lecture in terms of educational quests. In particular, it was hypothesized that the design of such a quest-line should be constructed as a questing structure based on the chain of events, which are extracted from lecture notes. In the formulation of this design, the key events were discussed in an interview with an expert (i.e. content specialist) from a target field. This interview was transcribed, and further analyzed using an iterative qualitative approach as an interpretive analysis technique where an inductive proposition is considered for contextualization of data. This research used a thematic analysis methodology to explore the situations, which are suitable for questing and might be expandable into categories. Furthermore, questable points from the data were captured and situational elements and conversational key points were rigorously categorized. After building the initial mapping, we conducted a second interview with the same area expert to refine our preliminary findings. To evaluate our approach from the game design perspective, we sought advice from a small group of game design experts and practitioners who are recognized knowledgeable individuals in educational game development. Based on the opinion of four game design experts, the questing structure was revised and several game elements, such as extra battles, puzzles, and achievements, were added to support the elements of fun. Three of the experts argued that the proposed questing structure was highly educational, while the fourth claimed that such an improvement was partially important. These findings, while preliminary, suggested that a well-defined questing structure should be useful to improve the quality of a game-based learning environment.
  • Article
    Petrol Flow Pattern Identification Via Data Mining Techniques
    (2012) Olcer, N.; Elbasi, E.
    Nowadays, petrol is an important resource for whole world, researchers are working on several mathematical models for flow pattern identification. One previous study is to find characterization of reservoir modeling in petrol flow data. Spatial data-mining can be used in reservoir geological research and ranking reservoir modeling. To find petrol flow patterns there is a study which aims to investigate and analyze the hole cleaning performance of gasified drilling fluids in horizontal, directional and vertical wells experimentally. Also, to identify the drilling parameters those have the major influence on cuttings transport, to define the flow pattern types and boundaries as well as to observe the behavior of cuttings in detail by using digital image processing techniques, and to develop a mechanistic model based on the fundamental principles of physics and mathematics with the help of the experimental observations. In this study we worked on petrol flow data with following features: mud flow rate, mud superficial velocity, pipe rotation per minute, rate of penetration, pressure transmitter and drill pipe. These features have been used in different classification and clustering algorithms to classify in nine class; Dispersed, Moving Bed, Stationary Bed, Dispersed Annular, Bubble, Elongated Bubble, Slug, Wavy Stratified, and Wavy Annular.We have received very promising results from 93% to 100% accuracy using different data mining algorithms. © Sila Science.
  • Conference Object
    An Industrial Case Study To Improve the Onboaring Process in Software Management
    (CEUR-WS, 2017) Yılmaz, Murat; Yilmaz, M.; Güleç, Ulaş; Güleç, U.; O'Connor, R.V.; Clarke, P.; Tüzün, E.; Yazılım Mühendisliği; Bilgisayar Mühendisliği
    In this study, we investigate expert information about software process known to experienced software developers and study how this is to be transferred to the newly recruited software developers. By this means, the developers who are recruited to a software project should understand better the software development organization and especially its social structure more effectively. Through this work, along with structural and algorithmic improvements of the software product, problems related to adaptation to team culture, adaptation to company culture, and adaptation to software development tools used are also investigated. This study aims to find the requirements in the market so that the recruitment processes can be explored using serious game mechanics. With the help of an industrial case study, we question the applicability a serious game for recruitment in the industry by improving the on-boarding process which has been identified as a problem for many software companies.
  • Conference Object
    Augmented Reality Based Continuous Onboarding Framework
    (CEUR-WS, 2018) Yılmaz, Murat; Ohri, İ.; Öge, İ.; Orkun, B.; Yılmaz, M.; Tüzün, E.; Yazılım Mühendisliği
    Having an efficient and effective onboarding process for a newcoing employee is a very important factor for the following work performance. For this reason, the orientation process is a process that should be well assessed both in terms of company and employees. Based on the fact that using virtual objects in the real environment enhances the efficiency in learning new things, in this project, the onboarding process is managed by augmented reality (AR) technology. One of the main objectives of the project is guiding the software engineers effectively with the help of augmented reality by providing them interactive communication between their colleagues and the projects.
  • Article
    Citation - WoS: 42
    Citation - Scopus: 50
    Mobile Language Learning: Contribution of Multimedia Messages Via Mobile Phones in Consolidating Vocabulary
    (Springer Heidelberg, 2012) Saran, Murat; Saran, Murat; Seferoglu, Golge; Cagiltay, Kursat; 17753; Bilgisayar Mühendisliği
    This study aimed at investigating the effectiveness of using multimedia messages via mobile phones in helping language learners in consolidating vocabulary. The study followed a pre-test/post-test quasi-experimental research design. The participants of this study were a group of students attending the English Preparatory School of an English-medium university in Turkey. Six different groups were formed in order to investigate the comparative effectiveness of supplementary vocabulary materials delivered through three different means: via mobile phones, on web pages, and in print form. The multimedia messages in this study included the definitions of words, exemplary sentences, related visual representations, information on word formation, and pronunciations of words. Analyses of the quantitative data showed that using mobile phones had positive effects on students' vocabulary acquisition. The results suggest that mobile phones offer great potential for providing learners with supplementary opportunities to recontextualize, recycle, and consolidate vocabulary.
  • Article
    Citation - WoS: 6
    Citation - Scopus: 7
    Illicit Material Detection Using Dual-Energy X-Ray Images
    (Zarka Private Univ, 2016) Hassanpour, Reza; Hassanpour, Reza; Yazılım Mühendisliği
    Dual energy X-ray inspection systems are widely used in security and controlling systems. The performance of these systems however, degrades with the poor performance of human operators. Computer vision based systems are of vital importance in improving the detection rate of illicit materials, while keeping false alarms at a reasonably low level. In this study, a novel method is proposed for detecting material overlapping and reconstructing multiple images by alleviating these overlaps. Evaluation tests were conducted on images taken from luggage inspection X-ray screening devices used in shopping centres. The experimental results indicate that the reconstructed images are much easier to inspect by human operators than the unprocessed original images.
  • Conference Object
    Using Adapted Version of Hoshin Matrix for Selection of Agile Software Development Processes
    (CEUR-WS, 2018) Akarsu, Z.; Yılmaz, Murat; Metin, O.O.; Kuru, Y.Y.; Yilmaz, M.; Yazılım Mühendisliği
    According to Capability Maturity Model Integration for Development (CMMI-DEV), organizational process performance (OPP) area aims to establish and maintain a quantitative understanding of performance of selected processes. Many organizations have started their agile transformation to leverage the capabilities of their software development processes. In order to measure the effects of agile transformation, it is important to understand to what extent agile methods contribute to business objectives. Hoshin Matrix is a tool that provides a rationale for selecting processes identified for process performance analyses. Moreover, this rationale includes traceability from software development execution to business objectives. This study describes the implementation example of an adapted version of Hoshin Matrix at Huawei Turkey Research and Development Center which aims to establish its organizational quantitative quality and process performance objectives based on a set of business objectives. Our preliminary findings suggest that our OPP design may provide a guideline for software development organizations who are willing to adopt agile transformation and for those who would like to improve their software development processes.
  • Article
    Citation - WoS: 25
    Citation - Scopus: 31
    Supporting Foreign Language Vocabulary Learning Through Multimedia Messages Via Mobile Phones
    (Hacettepe Univ, 2010) Saran, Murat; Saran, Murat; Seferoglu, Goelge; 17753; 1242; Bilgisayar Mühendisliği
    This study explored the effectiveness of mobile learning in foreign language education. With this purpose, instructional materials to be delivered through mobile phones operated in second generation GSM technology in order to improve English language learners' vocabulary acquisition were developed. The multimedia messages in this study allowed students to see the definitions of words, example sentences, related visual representations, and pronunciations. After students finished reading multimedia messages, interactive short message service (SMS) quizzes for testing their learning were sent. In addition, the study examined students' tendencies in using MMS in their second language vocabulary study and explored the opinions of the students toward the use of mobile phones for instructional purposes. The findings of this study suggest some important points to consider while creating MMS content and a SMS quiz system for educational purposes.
  • Conference Object
    An Rsvp Model for Opnet Simulator With an Integrated Qos Architecture
    (Caltek s.r.l., 2009) Özyer, S.T.; Hassanpour, Reza; Hassanpour, R.; Özyer, Sibel; 18980; Yazılım Mühendisliği; Bilgisayar Mühendisliği
    Resource Reservation Protocol (RSVP) allows Internet real-time applications to request a specific end-to-end Quality of service (QoS) for data stream before they start transmitting data. In this paper firstly an overview of RSVP is presented. After that the different quality of services available and the relation between QoS and RSVP have been explained. The fundamentals of RSVP as a protocol is discussed. The performance issues and benchmarking for planned portion architecture at the department of Computer Engineering, Çankaya University has been given next. The experimental results and discussions conclude this paper. In this paper, OPNET network simulation tool has been used. Under given architecture and protocol, performance of quality of service implications has been carried out.
  • Article
    Human Face Identification Using M-Pca Augmented With Gabor Wavelet
    (2005) Karaömeroǧlu, B.; Hassanpour, Reza; Hassanpour, R.; Yazılım Mühendisliği
    In this paper, a specialized version of PCA augmented with Gabor Wavelet Transform is proposed for face identification. Firstly, to cope with the variations due to illumination and facial expression changes 2D Gabor Wavelet Transform is applied; then for reducing a large set of correlated variables to a small number of uncorrelated components the PCA approach is used with some modifications. Based on the effect of the illumination, facial expression and occluding objects such as eye glasses and facial hair, performance of the proposed algorithm is compared with the other algorithms.
  • Conference Object
    Yazilim Geliştirme Üretkenliğini Etkileyen Faktörlerin Açimlayici Faktör Analizi Yöntemi Kullanilarak İncelenmesi
    (CEUR-WS, 2014) Yilmaz, M.; Yılmaz, Murat; O'Connor, R.V.; Görür, Abdül Kadir; Görür, A.K.; Yazılım Mühendisliği; Bilgisayar Mühendisliği
  • Conference Object
    Citation - Scopus: 1
    Futbol Hakemlerinin Eǧitimi Amacıyla Tasarlanan Futbol Simülasyonunda Maçın Dinamizmini Saǧlayan Etmenler
    (CEUR-WS, 2016) Güleç, Ulaş; Güleç, U.; Yilmaz, M.; Yılmaz, Murat; Gözcü, M.A.; Bilgisayar Mühendisliği; Yazılım Mühendisliği
  • Conference Object
    Real Time Hand-Face Tracking Using Skin Color and Motion
    (int inst informatics & Systemics, 2005) Hassanpour, Reza; Hassanpour, Reza; Birdal, Ahmet; Yazılım Mühendisliği
    Human hand gestures and face expressions are a major tool for communicating ideas between people. Hand gestures may also account for the main part of the communication when other tools are not preferred or simply not available. First step for an automatic interpretation of these gestures and expressions is their segmentation and tracking. We have developed an algorithm to track hand motions in real time. Our algorithm is based on the motion and color features of the interested areas. A modified form of Adaptive Mean Shift method is used for tracking hands and face. A rule based system monitors the correctness of the segmentation and tracking.
  • Conference Object
    Camera Auto-Calibration Using a Sequence of 2d Images With Small Rotations and Translations
    (Crc Press-taylor & Francis Group, 2003) Hassanpour, Reza; Hassanpour, R; Atalay, V; Yazılım Mühendisliği
    3D model generation needs depth information of the object in the input images. This information can be found using stereo imaging but it needs camera parameters. Camera calibration is not possible without some knowledge about the objects in the scene or assuming fixed or known values for the camera parameters. When using fixed camera parameters, however, small rotation angles or small translation in camera position can degenerate the results. The degeneracy can be omitted by adding new restrictions to the a-priori knowledge about the camera parameters. The calibrated data may be used to reconstruct 3D model of the scene.
  • Editorial
    Citation - WoS: 3
    Citation - Scopus: 4
    Improving Social Aspects of the Software Development Process: Games, Gamification and Related Approaches
    (Graz Univ Technolgoy, inst information Systems Computer Media-iicm, 2016) Yilmaz, Murat; Yılmaz, Murat; O'Connor, Rory V.; Mora, Manuel; Yazılım Mühendisliği
  • Conference Object
    Citation - WoS: 1
    Information/Knowledge Society and Europe
    (World Acad Sci, Eng & Tech-waset, 2005) Aktaş, Ahmet Ziya; Aktas, A. Ziya; 4996; Bilgisayar Mühendisliği
    During the last decade some long lasting changes and developments are shaping the global society. The world is entering a new society which is already named as information or knowledge society. In the paper, information/knowledge society is elaborated first. Starting in the year 2000, European Union has initiated some special projects such as eEurope and eEurope+ and activities such as Bologna Process and Socrates/Erasmus Program. The paper will review these activites in relation with information or knowledge society. Before paper ends with a conclusion, some views relevant to the topic are also presented.