Creating a Mobile Application to be Evaluated as a Presentation Technique in Landscape Design

dc.authorscopusid55343778600en_US
dc.authorscopusid58197748500en_US
dc.contributor.authorBenliay, A.
dc.contributor.authorKıvanç, Ak, M.
dc.date.accessioned2024-08-23T16:07:42Z
dc.date.available2024-08-23T16:07:42Z
dc.date.issued2023en_US
dc.departmentDüzce Üniversitesien_US
dc.description.abstractThe use of computer technologies in architecture, as in all fields, has become more intense and flexible than ever before, as the computer has become a part of daily life. The increased use of computers has resulted in the digitalization of architectural information, which has transformed the structure of information as well as the method it is created and preserved. The computer, which was once viewed solely as a presentation tool, has recently begun to play an essential role in education and design processes, in addition to serving as a presentation tool in architecture. Also, with the developments in mobile technologies, we use devices with powerful processors and operating systems that we can carry with us all the time. These devices have started to take their place in our lives as indispensable tools for many of us. In addition to the increase in the number of applications to be used in these devices, individuals have begun to acquire the infrastructure to create their own software. In this study, it was aimed to examine an area in the design phase from the people design by turning it into an application on the mobile device. 3D modeling of a landscape design element was made with SketchUp software, and then it was transformed into an application that can be interacted with and freely navigated using Unity software. One hundred participants were asked to download and use the created software on their mobile phones. A questionnaire consisting of twelve questions was prepared for the evaluation of these individuals and the individuals participating in the study were asked to fill it out. To train the artificial neural network model, nine of the answers given to the twelve questions were used as input to the artificial neural network model and three were used as output data. Correlations between input and output data were determined with the help of the simulation prepared using the Deep Learning model. In this way, it was tried to determine who could be the people who could give the most positive and the most negative answers to the questions prepared to measure the usability of the software prepared besides the most relevant topics. Also, as a result of the study, suggestions were developed for future studies. © 2023 Peter Lang GmbH, Internationaler Verlag der Wissenschaften.en_US
dc.identifier.endpage800en_US
dc.identifier.isbn978-363189033-2en_US
dc.identifier.isbn978-363187642-8en_US
dc.identifier.scopus2-s2.0-85153644555en_US
dc.identifier.scopusqualityN/Aen_US
dc.identifier.startpage789en_US
dc.identifier.urihttps://hdl.handle.net/20.500.12684/14802
dc.indekslendigikaynakScopusen_US
dc.language.isoenen_US
dc.publisherPeter Lang Publishing Groupen_US
dc.relation.ispartofSustainability, Conservation and Ecology in Spatial Planning and Design: New approaches, solutions, applicationsen_US
dc.relation.publicationcategoryKitap Bölümü - Uluslararasıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectaccessible designen_US
dc.subjectartificial neural networken_US
dc.subjectdeep learningen_US
dc.subjectlandscape designen_US
dc.subjectmobile applicationen_US
dc.subjectpresentation techniqueen_US
dc.titleCreating a Mobile Application to be Evaluated as a Presentation Technique in Landscape Designen_US
dc.typeBook Chapteren_US

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