Bilgilendirme: Kurulum ve veri kapsamındaki çalışmalar devam etmektedir. Göstereceğiniz anlayış için teşekkür ederiz.
 

Güleç, Ulaş

Loading...
Profile Picture
Name Variants
Güleç, U.
Gulec, Ulas
Job Title
Öğr. Gör.
Email Address
Main Affiliation
Bilgisayar Mühendisliği
Status
Former Staff
Website
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

11

SUSTAINABLE CITIES AND COMMUNITIES
SUSTAINABLE CITIES AND COMMUNITIES Logo

1

Research Products

3

GOOD HEALTH AND WELL-BEING
GOOD HEALTH AND WELL-BEING Logo

0

Research Products

9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
INDUSTRY, INNOVATION AND INFRASTRUCTURE Logo

0

Research Products

6

CLEAN WATER AND SANITATION
CLEAN WATER AND SANITATION Logo

0

Research Products

14

LIFE BELOW WATER
LIFE BELOW WATER Logo

0

Research Products

12

RESPONSIBLE CONSUMPTION AND PRODUCTION
RESPONSIBLE CONSUMPTION AND PRODUCTION Logo

0

Research Products

8

DECENT WORK AND ECONOMIC GROWTH
DECENT WORK AND ECONOMIC GROWTH Logo

0

Research Products

1

NO POVERTY
NO POVERTY Logo

0

Research Products

4

QUALITY EDUCATION
QUALITY EDUCATION Logo

2

Research Products

5

GENDER EQUALITY
GENDER EQUALITY Logo

0

Research Products

10

REDUCED INEQUALITIES
REDUCED INEQUALITIES Logo

0

Research Products

16

PEACE, JUSTICE AND STRONG INSTITUTIONS
PEACE, JUSTICE AND STRONG INSTITUTIONS Logo

0

Research Products

15

LIFE ON LAND
LIFE ON LAND Logo

0

Research Products

7

AFFORDABLE AND CLEAN ENERGY
AFFORDABLE AND CLEAN ENERGY Logo

0

Research Products

13

CLIMATE ACTION
CLIMATE ACTION Logo

0

Research Products

17

PARTNERSHIPS FOR THE GOALS
PARTNERSHIPS FOR THE GOALS Logo

0

Research Products

2

ZERO HUNGER
ZERO HUNGER Logo

0

Research Products
This researcher does not have a Scopus ID.
This researcher does not have a WoS ID.
Scholarly Output

20

Articles

5

Views / Downloads

1360/768

Supervised MSc Theses

1

Supervised PhD Theses

0

WoS Citation Count

116

Scopus Citation Count

159

WoS h-index

7

Scopus h-index

7

Patents

0

Projects

0

WoS Citations per Publication

5.80

Scopus Citations per Publication

7.95

Open Access Source

4

Supervised Theses

1

JournalCount
CEUR Workshop Proceedings -- 12th Turkish National Software Engineering Symposium, UYMS 2018 -- 10 September 2018 through 12 September 2018 -- Istanbul -- 1392553
CEUR Workshop Proceedings -- 10th Turkish National Software Engineering Symposium, UYMS 2016 -- 24 October 2016 through 26 October 2016 -- Canakkale -- 1246532
26th Systems, Software and Services Process Improvement (EuroSPI) Conference -- SEP 18-20, 2019 -- Edinburgh, SCOTLAND2
CEUR Workshop Proceedings1
CEUR Workshop Proceedings -- 11th Turkish National Software Engineering Symposium, UYMS 2017 -- 18 October 2017 through 20 October 2017 -- Alanya -- 1316641
Current Page: 1 / 3

Scopus Quartile Distribution

Competency Cloud

GCRIS Competency Cloud

Scholarly Output Search Results

Now showing 1 - 10 of 20
  • Article
    Engagement and Brand Recall in Software Developers: an Eye-Tracking Study on Advergames
    (Mdpi, 2024) Akcan, Duygu; Yilmaz, Murat; Gulec, Ulas; Ilgin, Hueseyin Emre
    Advergames represent a novel product placement strategy that surpasses traditional advertising methods by fostering interaction between brands and their target audiences. This study investigates the unique engagement opportunities provided by video games, focusing mainly on the 'flow experience', an intensified state of immersion frequently encountered by players of computer games. Such immersive experiences have the potential to significantly influence a player's perception, offering a new avenue for advertisements to impact and engage audiences effectively. The primary objective of this research was to examine the influence of advergames on players who are deeply immersed in the gaming experience, with a specific focus on the subsequent effects on brand recognition over time. The study involved 44 software developers, who were evenly divided into two groups for the experiment. Both groups were exposed to an identical gaming environment with the task of locating a designated product within the game. However, one group interacted with an enhanced version of the game, which included additional stimuli-such as dynamic music, an engaging narrative, time constraints, a competitive leaderboard, and immersive voice acting-to intensify the gaming experience. The experiment strategically placed various products within the game, and their detectability was assessed using eye-tracking technology. Following gameplay, participants completed questionnaires that measured their experience with flow state and brand recall. The data were analyzed using the Mann-Whitney U test and correlation analysis to facilitate comparisons. The findings indicated that the product associated with the primary task achieved the highest recall rate between both groups. Furthermore, eye-tracking technology identified the areas in the game that attracted the most attention, revealing a preference for mid- and high-level placements over lower-level ones.
  • Master Thesis
    Educational game-based learning framework about laws of the game for football referees
    (2015) Güleç, Ulaş
    Digital 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
    A Course Flow Model Developed for Software Engineering Course
    (CEUR-WS, 2018) Yılmaz, Murat; Yılmaz, M.; Güleç, Ulaş; Güleç, U.; Yazılım Mühendisliği; Bilgisayar Mühendisliği
    As in the rest of the world, many software projects in our country exceed the planned budget and time limits, and the user expectations are not fully met. One of the important reasons for this is the lack of work force that well-trained in software engineering domain. In this article, details of a course flow model and the results of the model for the CENG 396 Software Engineering course, which has been carried out in Çankaya University Department of Computer Engineering for the last four years, will be given. The aim of this study is to explain the lesson flow model which is designed to cultivate the appropriate software engineering and software engineers equipped to conditions in Turkey. In addition, the secondary aim is to share the results of the analysis of this study with other software engineer course instructors so that they can benefit from our experience and achievements.
  • 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
    Bilgisayar Mühendisligi Bitirme Projeleri için Düsünülmüş Bir Süreç Yönetim Modeli
    (CEUR-WS, 2016) Yilmaz, M.; Güleç, Ulaş; Taşel, S.; Yılmaz, Murat; Güleç, U.; Sopaoǧlu, U.; Bilgisayar Mühendisliği; Yazılım Mühendisliği
  • Article
    Citation - WoS: 33
    Citation - Scopus: 43
    A 3d Virtual Environment for Training Soccer Referees
    (Elsevier Science Bv, 2019) Isler, Veysi; O'Connor, Rory V.; Clarke, Paul M.; Gulec, Ulas; Yilmaz, Murat
    Emerging 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.
  • 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
    Citation - Scopus: 2
    Digital Storytelling on a Virtual Heritage Museum With Believable Agents
    (Ieee, 2021) Kalan, Kaan; Dikbayir, Hasan Saygin; Merdivanli, Ogulcan; Degirmenci, Utku Mert; Clarke, Paul M.; Gulec, Ulas; Yilmaz, Murat
    The 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.
  • Conference Object
    Citation - WoS: 11
    Citation - Scopus: 13
    Adopting Virtual Reality as a Medium for Software Development Process Education
    (Assoc Computing Machinery, 2018) Isler, Veysi; O'Connor, Rory, V; Clarke, Paul; Gulec, Ulas; Yilmaz, Murat
    Software 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.