Yılmaz, Murat

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Name Variants
Yilmaz, M.
Yılmaz, M.
Yilmaz, Murat
Yılmaz, Murat
Job Title
Dr. Öğr. Üyesi
Email Address
Main Affiliation
Yazılım Mühendisliği
Status
Former Staff
Website
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

NO POVERTY1
NO POVERTY
0
Research Products
ZERO HUNGER2
ZERO HUNGER
0
Research Products
GOOD HEALTH AND WELL-BEING3
GOOD HEALTH AND WELL-BEING
2
Research Products
QUALITY EDUCATION4
QUALITY EDUCATION
2
Research Products
GENDER EQUALITY5
GENDER EQUALITY
0
Research Products
CLEAN WATER AND SANITATION6
CLEAN WATER AND SANITATION
0
Research Products
AFFORDABLE AND CLEAN ENERGY7
AFFORDABLE AND CLEAN ENERGY
1
Research Products
DECENT WORK AND ECONOMIC GROWTH8
DECENT WORK AND ECONOMIC GROWTH
0
Research Products
INDUSTRY, INNOVATION AND INFRASTRUCTURE9
INDUSTRY, INNOVATION AND INFRASTRUCTURE
7
Research Products
REDUCED INEQUALITIES10
REDUCED INEQUALITIES
0
Research Products
SUSTAINABLE CITIES AND COMMUNITIES11
SUSTAINABLE CITIES AND COMMUNITIES
1
Research Products
RESPONSIBLE CONSUMPTION AND PRODUCTION12
RESPONSIBLE CONSUMPTION AND PRODUCTION
0
Research Products
CLIMATE ACTION13
CLIMATE ACTION
0
Research Products
LIFE BELOW WATER14
LIFE BELOW WATER
0
Research Products
LIFE ON LAND15
LIFE ON LAND
0
Research Products
PEACE, JUSTICE AND STRONG INSTITUTIONS16
PEACE, JUSTICE AND STRONG INSTITUTIONS
0
Research Products
PARTNERSHIPS FOR THE GOALS17
PARTNERSHIPS FOR THE GOALS
0
Research Products
This researcher does not have a Scopus ID.
This researcher does not have a WoS ID.
Scholarly Output

73

Articles

21

Views / Downloads

2222/296

Supervised MSc Theses

0

Supervised PhD Theses

0

WoS Citation Count

607

Scopus Citation Count

759

Patents

0

Projects

0

WoS Citations per Publication

8.32

Scopus Citations per Publication

10.40

Open Access Source

17

Supervised Theses

0

JournalCount
CEUR Workshop Proceedings -- 12th Turkish National Software Engineering Symposium, UYMS 2018 -- 10 September 2018 through 12 September 2018 -- Istanbul -- 1392556
24th European Conference on Systems, Software and Services Process Improvement (EuroSPI) -- SEP 06-08, 2017 -- Tech Univ Ostrava, Ostrava, CZECH REPUBLIC4
Journal of Universal Computer Science3
23rd European Conference on Systems, Software and Services Process Improvement (EuroSPI) -- SEP 14-16, 2016 -- Graz, AUSTRIA3
25th European Conference on Systems, Software and Services Process Improvement (EuroSPI) -- SEP 05-07, 2018 -- Bilbao, SPAIN3
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Scopus Quartile Distribution

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Scholarly Output Search Results

Now showing 1 - 10 of 73
  • 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 - WoS: 4
    Citation - Scopus: 4
    Gamifying the Onboarding Process for Novice Software Practitioners
    (Springer-verlag Berlin, 2016) Yilmaz, Murat; Kosa, Mehmet
    As the software development process becomes more complex, the adaptation challenges for novice software practitioners become magnified. In particular, an invisible adaptation barrier could have emerged between a software project and newly hired software engineers. This barrier needs to be overcome as soon as possible for the new comers to be productive and effective. To address this issue, we propose a tailored gamification process especially for novice software engineers so as to improve their onboarding process. The approach aims to provide the novice practitioners more motivation and less struggling, which promotes the utilization of "6D Gamification Framework" that is discussed as an example.
  • Conference Object
    Citation - WoS: 26
    Citation - Scopus: 33
    Teaching Iso/Iec 12207 Software Lifecycle Processes: a Serious Game Approach
    (Elsevier Science Bv, 2017) Yilmaz, Murat; Clarke, Paul M.; O'Connor, Rory V.; Aydan, Ufuk
    Serious games involve applying game design techniques to tasks of a serious nature. In particular, serious games can be used as informative tools and can be embedded in formal education. Although there are some studies related to the application of serious games for the software development process, there is no serious game that teaches the fundamentals of the ISO/IEC 12207:1995 Systems and software engineering Software life cycle processes, which is an international standard for software lifecycle processes that aims to be 'the' standard that defines all the tasks required for developing and maintaining software. "Floors" is a serious game that proposes an interactive learning experience to introduce ISO/IEC 12207:1995 by creating different floors of a virtual environment where various processes of the standard are discussed and implemented. Inherently, it follows an iterative process based on interactive technical dialogues in a 3D computer simulated office. The tool is designed to assess the novice engineering practitioners knowledge and provide preliminary training for ISO/IEC 12207:1995 processes. By playing such a game, participants are able to learn about the details of this standard. The present study provides a framework for the exploration of research data obtained from computer engineering students. Results suggest that there is a significant difference between the knowledge gained among the students who have played Floors and those who have only participated in paper-based learning sessions. Our findings indicate that participants who played Floors tend to have greater knowledge of the ISO/IEC 12207:1995 standard, and as a result, we recommend the use of serious games that seem to be superior to traditional paper based approach.
  • 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: 24
    Citation - Scopus: 29
    Interactive Three-Dimensional Virtual Environment To Reduce the Public Speaking Anxiety Levels of Novice Software Engineers
    (inst Engineering Technology-iet, 2019) Yilmaz, M.; Gulec, U.; Yilmaz, A. E.; Isler, V.; O'Connor, R. V.; Clarke, P.; Nazligul, M. Denizci; Denizci Nazligul, M.
    Software 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 - 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 - Scopus: 7
    An Exploration of Individual Personality Types in Software Development
    (Springer Verlag, 2014) O'Connor, R.V.; Clarke, P.; Yilmaz, M.
    Previous research - using conventional psychometric questionnaires - has highlighted the importance of aligning compatible personality types in software development teams. However, there does not exist a dedicated, robust questionnaire instrument for revealing the pertinent personality types for software development practitioners. This study analyzes the validity and reliability of a 70-item (context dependent) personality-profiling questionnaire particularly developed to assess personality types of software practitioners. A systematic process of validation, using an iterative approach to questionnaire development, was employed. The questions were developed both with a qualitative analysis of interview data, and based on the opinions of expert reviewers who revised the items through a set of examination. To investigate how stable the questions and reproducible the results, we measured test-retest reliability of the instrument, yielding satisfactory results. The present study provided evidence for the construct validity of the instrument. Ultimately, an initial comparison of the results delivered by the instrument demonstrated positive correlations with the findings acquired with well-known personality assessment instrument, i.e. the big five personality questionnaire. © Springer-Verlag Berlin Heidelberg 2014.
  • Conference Object
    Citation - Scopus: 1
    Serious Game-Based Learning Framework To Improve Programming Skills and Knowledge Levels of Individuals - Cengo
    (CEUR-WS, 2017) Giileg, U.; Yılmaz, Murat; Yilmaz, M.; Gozcü, M.A.; Yazılım Mühendisliği
    Games offer alternative ways for individuals to learn and repeat information in a fun way so that individuals can learn new information about a subject. In this study, a game-based learning framework was designed to teach the syntax and logic of computer programming to students who do not know any programming languages. The aim of this system is to increase the level of knowledge of students about the C programming language by encouraging them to draw more interest from the traditional methods and to work on them more. The study was developed with mixed research methodology, which is a combination of both quantitative and qualitative research methodologies. The qualitative research part of the study was completed in the game design phase by obtaining the opinions of experts who have at least 10 years of experience in the C programming language through interviews. In order to complete the quantitative part of the study, participants were asked to questions about the topics of "Fundamentals of Computer Engineering" in Cankaya University Computer Engineering Department first class curriculum and the results obtained were compared with those obtained by traditional methods. According to these results, this game can be used to train students about C programming language in a fun way.
  • Editorial
    Preface
    (Springer Verlag, 2015) Kemaneci, Kerem; Akkaya, Mariye Umay; Poth, Alexander; Messnarz, Richard; O’Connor, Rory V.; Yilmaz, Murat
  • 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; O’Connor, Rory V.
    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.