Bilgisayar Mühendisliği Bölümü Yayın Koleksiyonu

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

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  • 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.
  • Conference Object
    Citation - Scopus: 1
    Adaptive Embedded Zero Tree for Scalable Video Coding
    (int Assoc Engineers-iaeng, 2011) Choupanı, Roya; Choupani, Roya; Tolun, Mehmet Reşit; Wong, Stephan; Tolun, Mehmet R.; Bilgisayar Mühendisliği; Yazılım Mühendisliği
    Video streaming over the Internet has gained popularity during recent years mainly due to the revival of video-conferencing and video-telephony applications and the proliferation of (video) content providers. However, the heterogeneous, dynamic, and best-effort nature of the Internet cannot always guarantee a certain bandwidth for an application utilizing the Internet. Scalability has been introduced to deal with such issues (up to a certain point) by adapting the video quality with the available bandwidth. In addition, wavelet based scalability combined with representation methods such as embedded zero trees (EZWs) provides the possibility of reconstructing the video even when only the initial part of the streams have been received. EZW prioritizes the wavelet coefficients based on their energy content. Our experiments however, indicate that giving more priority to low frequency content improves the video quality at a specific bit rate. In this paper, we propose a method to improve on the compression rate of the EZW by prioritizing the coefficients by combining each frequency sub-band with its energy content. Initial experimental show that the first two layers of the generated EZW are about 22.6% more concise.
  • Conference Object
    Citation - WoS: 1
    Topic Distribution Constant Diameter Overlay Design Algorithm (td-Cd
    (Ieee, 2017) Oztoprak, Kasim; Dogdu, Erdogan; Layazali, Sina
    Publish/subscribe communication systems, where nodes subscribe to many different topics of interest, are becoming increasingly more common in application domains such as social networks, Internet of Things, etc. Designing overlay networks that connect the nodes subscribed to each distinct topic is hence a fundamental problem in these systems. For scalability and efficiency, it is important to keep the maximum node degree of the overlay in the publish/subscribe system low. Ideally one would like to be able not only to keep the maximum node degree of the overlay low, but also to ensure that the network has low diameter. We address this problem by presenting Topic Distribution Constant Diameter Overlay Design Algorithm (TD-CD-ODA) that achieves a minimal maximum node degree in a low-diameter setting. We have shown experimentally that the algorithm performs well in both targets in comparison to the other overlay design algorithms.
  • Conference Object
    Citation - WoS: 10
    Citation - Scopus: 11
    Towards a Serious Game To Teach Iso/Iec 12207 Software Lifecycle Process: an Interactive Learning Approach
    (Springer-verlag Berlin, 2015) Yilmaz, Murat; O'Connor, Rory V.; Aydan, Ufuk
    ISO/IEC 12207 training is a key element to provide an ability to software development organizations for selecting a set of required processes, measuring the performance of these processes, and continuously improving them. Traditionally, such training is either performed by an expert individual to the software quality management personnel most likely in form of a seminar in a classroom environment. This may also be given by a qualified professional, such as a registered auditor. However, software requirements are usually subject to change, and therefore such training is not enough to teach the substantial details of the entire standard. This has led to increased reports of complications, which demotivates organization to use this standard. To improve the quality of traditional training, a 3D serious game was proposed. The preliminary idea here is that the training is utilized as a game that employs 3D office landscape to provide a realistic virtual environment for ensuring that the training will be based in a real-world-like environment. Before building a prototype for our serious game, we consulted five industrial experts whose works are related with ISO standards. To give these practitioners an opportunity to explore the conceptual design and raise some potential problems, the semi-structured interview method was used. Based on the suggestions of experts, proposed model of the serious game were revised. Taken together, initial results suggest that a serious game for teaching ISO/IEC 12207 should be useful for individuals who are interested in learning more about the standard.
  • Conference Object
    Citation - WoS: 4
    Citation - Scopus: 6
    Towards a Role Playing Game for Exploring the Roles in Scrum To Improve Collaboration Problems
    (Springer international Publishing Ag, 2018) Metin, Ozgun Onat; Gungor, Deniz; Yilmaz, Murat; Akarsu, Zulal
    Scrum is the most popular, useful and lightweight framework based on agile software development philosophy. In particular, software development organizations are willing to transform their software development culture to benefit from its fruitful practices. In addition, it is almost inevitable for the organizations with historical development practices to face many dysfunctions during transformation phase, which is normal and expected. It is important to uncover, analyze and solve these dysfunctions, which may take some time. One of the problems organizations may encounter is the confusion and misapplication of the roles in Scrum. This dysfunction creates problems from task creation, follow-up, taking responsibility to collaboration problems in the project. The goal of this study is to address such situations using an interactive role playing game-based approach among team members to improve collaboration.
  • Conference Object
    Citation - WoS: 6
    Citation - Scopus: 10
    The Impact of Situational Context on Software Process: a Case Study of a Very Small-Sized Company in the Online Advertising Domain
    (Springer international Publishing Ag, 2018) Yilmaz, Murat; O'Connor, Rory V.; Clarke, Paul M.; Giray, Gorkem; O’Connor, Rory V.
    A primary concern of software development is selecting a suitable methodology to implement a software project. However, this selection is affected by many factors, with evidence suggesting that a specific set of factors defines a specific situational context for a project. This situational context leads to a project-specific software process. In this paper, we report on our analysis of a very small-sized company's current software process based on a reference framework that identifies the factors of a situational context. The outcome of our case study confirms the earlier findings that a software process is highly dependent on situational factors. The company has a suitable situational context (such as very small-sized, experienced, skilled, cohesive team with low turnover) to apply agile practices and its software process is more close to an agile rather than plan-driven approach. Moreover, the company is continuously adopting its software process to the situational factors changing from project to project and over time.
  • Conference Object
    Citation - WoS: 4
    Citation - Scopus: 6
    Examining Reward Mechanisms for Effective Usage of Application Lifecycle Management Tools
    (Springer-verlag Berlin, 2017) Yilmaz, Murat; Tuzun, Eray; Clarke, Paul M.; O'Connor, Rory V.; Usfekes, Cagdas; O’Connor, Rory V.
    Application lifecycle management (ALM) highlights the rules of the road for the entire software ecosystems' lifecycle. Successful ALM enables clarity around the entire delivery effort, from defining requirements to deploying the software product. One of the challenges in software engineering today is to orchestrate ALM tools to a set of software projects effectively. In particular, it is challenging for software practitioners to continuously fully engage with the tasks that are assigned to them. The goal of this study is to address such situations using a game theoretic approach by utilizing a reward mechanism, which we intent to test in a medium-sized software development organization. Based on a set of game elements, this study proposes an auction mechanism to address human resource allocation and task optimization issues, and consequently tackle the potential problem of software practitioners' engagement.
  • Conference Object
    Citation - WoS: 1
    Citation - Scopus: 4
    Automatic Detection of Mitochondria From Electron Microscope Tomography Images: a Curve Fitting Approach
    (Spie-int Soc Optical Engineering, 2014) Mumcuoglu, Erkan U.; Perkins, Guy; Martone, Maryann; Tasel, Serdar F.; Hassanpour, Reza
    Mitochondria are sub-cellular components which are mainly responsible for synthesis of adenosine tri-phosphate (ATP) and involved in the regulation of several cellular activities such as apoptosis. The relation between some common diseases of aging and morphological structure of mitochondria is gaining strength by an increasing number of studies. Electron microscope tomography (EMT) provides high-resolution images of the 3D structure and internal arrangement of mitochondria. Studies that aim to reveal the correlation between mitochondrial structure and its function require the aid of special software tools for manual segmentation of mitochondria from EMT images. Automated detection and segmentation of mitochondria is a challenging problem due to the variety of mitochondrial structures, the presence of noise, artifacts and other sub-cellular structures. Segmentation methods reported in the literature require human interaction to initialize the algorithms. In our previous study, we focused on 2D detection and segmentation of mitochondria using an ellipse detection method. In this study, we propose a new approach for automatic detection of mitochondria from EMT images. First, a preprocessing step was applied in order to reduce the effect of non-mitochondrial sub-cellular structures. Then, a curve fitting approach was presented using a Hessian-based ridge detector to extract membrane-like structures and a curve-growing scheme Finally, an automatic algorithm was employed to detect mitochondria which are represented by a subset of the detected curves. The results show that the proposed method is more robust in detection of mitochondria in consecutive EMT slices as compared with our previous automatic method.
  • Conference Object
    Citation - WoS: 2
    Citation - Scopus: 2
    Clinical Decision Support Systems: From the Perspective of Small and Imbalanced Data Set
    (Ios Press, 2019) Akcapinar Sezer, Ebru; Sever, Hayri; Par, Oznur Esra
    Clinical decision support systems are data analysis software that supports health professionals' decision - making the process to reach their ultimate outcome, taking into account patient information. However, the need for decision support systems cannot be denied because of most activities in the field of health care within the decision-making process. Decision support systems used for diagnosis are designed based on disease due to the complexity of diseases, symptoms, and disease-symptoms relationships. In the design and implementation of clinical decision support systems, mathematical modeling, pattern recognition and statistical analysis techniques of large databases and data mining techniques such as classification are also widely used. Classification of data is difficult in case of the small and / or imbalanced data set and this problem directly affects the classification performance. Small and/or imbalance dataset has become a major problem in data mining because classification algorithms are developed based on the assumption that the data sets are balanced and large enough. Most of the algorithms ignore or misclassify examples of the minority class, focus on the majority class. Most health data are small and imbalanced by nature. Learning from imbalanced and small data sets is an important and unsettled problem. Within the scope of the study, the publicly accessible data set, hepatitis was oversampled by distance-based data generation methods. The oversampled data sets were classified by using four different machine learning algorithms. Considering the classification scores of four different machine learning algorithms (Artificial Neural Networks, Support Vector Machines, Naive Bayes and Decision Tree), optimal synthetic data generation rate is recommended.
  • 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; O’Connor, Rory V.
    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.