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Güleç, Ulaş

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Güleç, U.
Gulec, Ulas
Job Title
Öğr. Gör.
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Main Affiliation
Bilgisayar Mühendisliği
Status
Former Staff
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Scopus Author ID
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WoS Researcher ID

Sustainable Development Goals

13

CLIMATE ACTION
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0

Research Products

8

DECENT WORK AND ECONOMIC GROWTH
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0

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3

GOOD HEALTH AND WELL-BEING
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15

LIFE ON LAND
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17

PARTNERSHIPS FOR THE GOALS
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14

LIFE BELOW WATER
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0

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4

QUALITY EDUCATION
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2

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11

SUSTAINABLE CITIES AND COMMUNITIES
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1

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6

CLEAN WATER AND SANITATION
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10

REDUCED INEQUALITIES
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9

INDUSTRY, INNOVATION AND INFRASTRUCTURE
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12

RESPONSIBLE CONSUMPTION AND PRODUCTION
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2

ZERO HUNGER
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1

NO POVERTY
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7

AFFORDABLE AND CLEAN ENERGY
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5

GENDER EQUALITY
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16

PEACE, JUSTICE AND STRONG INSTITUTIONS
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This researcher does not have a Scopus ID.
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Scholarly Output

20

Articles

5

Views / Downloads

1344/750

Supervised MSc Theses

1

Supervised PhD Theses

0

WoS Citation Count

116

Scopus Citation Count

158

WoS h-index

7

Scopus h-index

7

Patents

0

Projects

0

WoS Citations per Publication

5.80

Scopus Citations per Publication

7.90

Open Access Source

4

Supervised Theses

1

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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
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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.
  • 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.
  • 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
    Citation - WoS: 13
    Citation - Scopus: 16
    Cengo: a Web-Based Serious Game To Increase the Programming Knowledge Levels of Computer Engineering Students
    (Springer international Publishing Ag, 2019) Yalcin, Alihan Dogus; O'Connor, Rory V.; Clarke, Paul M.; Gulec, Ulas; Yilmaz, Murat
    In 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
    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
  • Conference Object
    Citation - WoS: 30
    Citation - Scopus: 36
    Overcoming Public Speaking Anxiety of Software Engineers Using Virtual Reality Exposure Therapy
    (Springer-verlag Berlin, 2017) Gulec, Ulas; Gozcu, Mert Ali; O'Connor, Rory V.; Clarke, Paul M.; Nazligul, Merve Denizci; Yilmaz, Murat
    Public 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.
  • Article
    Citation - WoS: 9
    Citation - Scopus: 16
    A 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) Gulec, Ulas; Yilmaz, Murat
    Digital 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 - 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.