448 research outputs found

    Onur İnal and Yavuz Köse (eds.), Seeds of Power: Explorations in Ottoman Environmental History

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    Review of Onur İnal and Yavuz Köse (eds.), Seeds of Power: Explorations in Ottoman 259Environmental Histor

    Usability and Accessibility Evaluation of Libyan Government Websites

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    E-devlet uygulamaları yaşlı ve engelli insalara etkili, verimli ve memnuniyet verici hizmetler sunarak faydalı olabilirler. Ancak, bu kişilerin e-devlet uygulamaları aracılığıyla kamu hizmetlerinden maksimum faydayı alabilmeleri için, kullanılabilirlik ve erişilebilirlik kriterlerini karşılaması gereklidir. Son zamanlarda kamu websitelerinin sayısında görünen büyük artışa rağmen, bu sitelerin kötü kullanılabilirlik ve erişilebilirlik özellikleri sonucunda vatandaşların ihtiyaç ve beklentieri karşılanamamaktadır. Bu çalışmanın amacı da Libya'da bulunan kamu websitelerinin kullanılabilirlik ve erişilebilirliklerini değerlendirmektir. Kullanılabilirlik değerlendirmesi sezgisel üzerinden 32 kullanıcı ile, erişilebilirlik değerlendirmesi ise otomatik değerlendirme araçları ile yapılmıştır. Bu amaçla, 10 kamu websitesi WCAG 2.0 kriterleri doğrultusunda değerlendirilmiş, seçilen bir kamu websitesi ise detaylı olarak kullanılabilirlik kriterlerie göre analiz edilmiştir. Çalışma sonucunda elde edilen bulgulara göre Management of Scholarships websitesinde önemli kullanılabilirlik problemleri tespit edilmiştir. Sistem durumunun görünürlüğü, kullanıcı kontrolü ve özgürlük, ve hataları önleme sezgisel maddeleri en fazla ihlal edilen meddeler olarak belirlenmiştir. Achecker aracı raporuna göre Management of Scholarahips haricindeki tüm Libya kamu websiteleri erişilebilirlik kriterleirni karşılamamışlardır. TAW aracına göre ise tüm websiteler bu açıdan başarısız olmuşlardır. Her bir metin dışı unsur için metin alternatiflerinin sağlanması en fazla ihlal edilen başarı kriteri olarak görülmüştür. Anahtar Kelimeler: Kullanılabilirlik, Erişilebilirlik, e-Devlet, Kamu Websiteleri, Otomatik Değerlendirme Araçları, Sezgisel DeğerlendirmeE-government applications may have benefits for the elderly or people with disabilities in terms of providing them with more effective, efficient and satisfactory services. However, for these citizens to get maximum benefits from government services through e-government applications, usability and accessibility criteria should be met. Despite the recent huge increase in the number of government websites, the poor usability and accessibility characteristics of these websites result in a failure to fulfill citizens' needs and expectations. The aim of this study was to evaluate usability and accessibility of Libyan government websites. Usability evaluation was conducted by recruiting 32 end users with heuristics and accessibility evaluation was performed using automated testing tools. To this end, a total of 10 government websites in Libya were analyzed according to the criteria of the Web Content Accessibility Guidelines (WCAG) 2.0 and one of them was selected for further analysis based on usability criteria. Results of the study showed that Management of Scholarships website had significant number of usability problems. Visibility of system status, user control and freedom, and user help users recognize, diagnose, and recover from errors were the most violated heuristic items. All Libyan government websites did not pass accessibility evaluation, except Management of Scholarships, for AChecker tool, but they all failed in TAW tool. Providing text alternatives for each non-text elements was the most frequently violated success criteria for Libyan government websites. Keywords: Usability, Accessibility, e-Government, Government Websites, Automation Evaluation Tools, Heuristics Evaluatio

    Nature's Cosmopolis: Villagers, Engineers, and Animals along Terkos Waterworks in Late Nineteenth-Century Istanbul

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    This article is a study of the making of Pera district of Istanbul in the late nineteenth century. But its place of analysis is not the heart of this famous, ‘cosmopolitan’ urban setting, but rather one of the loci fundamental in its material construction. Through following the course of the waterworks between Terkos and Pera, I examine the environmental impact of Pera’s making on Istanbul’s wider geographies. Kentel, K. Mehmet. “Nature’s ‘Cosmopolis’: Villagers, Engineers, and Animals along Terkos Waterworks in Late Nineteenth-Century Istanbul.” In The Seeds of Power: Explorations in the Environmental History of the Ottoman Empire, edited by Onur Inal and Yavuz Köse, 155-183. Winwick: The White Horse Press, 2019

    Study of Martensite Ageing with Plasma Ion Nitriding of Steel C300 Using Design of an Experiment

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    Gezicioglu, Yavuz/0000-0001-9675-0874WOS: 000344000400019Double treatment of maraging steel C300 (nitriding + ageing) is studied using experimental design with a full 3(2) factorial matrix. After this treatment maximum surface hardness is 1270 HV and for the core it is 553 HV

    The Effects of the Content Elements of Online Banner Ads on Visual Attention: Evidence From An-Eye Study

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    Peker, Serhat/0000-0002-6876-3982; Menekse Dalveren, Gonca Gokce/0000-0002-8649-1909; INAL, YAVUZ/0000-0001-9919-6637The aim of this paper is to examine the influence of the content elements of online banner ads on customers' visual attention, and to evaluate the impacts of gender, discount rate and brand familiarity on this issue. An eye-tracking study with 34 participants (18 male and 16 female) was conducted, in which the participants were presented with eight types of online banner ads comprising three content elements-namely brand, discount rate and image-while their eye movements were recorded. The results showed that the image was the most attractive area among the three main content elements. Furthermore, the middle areas of the banners were noticed first, and areas located on the left side were mostly noticed earlier than those on the right side. The results also indicated that the discount areas of banners with higher discount rates were more attractive and eye-catching compared to those of banners with lower discount rates. In addition to these, the participants who were familiar with the brand mostly concentrated on the discount area, while those who were unfamiliar with the brand mostly paid attention to the image area. The findings from this study will assist marketers in creating more effective and efficient online banner ads that appeal to customers, ultimately fostering positive attitudes towards the advertisement

    Dictionary and vocabulary of Yavuz Bülent Bakiler's works Âşık Veysel, Seninle, Şiirimizde Ana, Üsküp'ten Kosova'ya

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    Sosyal Bilimler Enstitüsü, Türk Dili ve Edebiyatı Ana Bilim Dalı, Türk Dili Bilim DalıBu çalışmada, Yavuz Bülent Bakiler'in Âşık Veysel, Şiirimizde Ana, Seninle, Üsküp'ten Kosova'ya adlı dört eserinde geçen söz varlığının sözlüğü hazırlanmıştır. Bu tez, Ön Söz, Kısaltmalar, Sözlüğün Kullanımı ile İlgili Açıklamalar, Yavuz Bülent Bakiler'in Hayatı ve Eserleri, Kaynakça ve Sonuç kısmının dışında Sözlük ve Söz Varlığı olmak üzere iki bölümden oluşmaktadır. Tezin başında, söz varlığı, sözlük, sözlük bilimi, metin ve sanatçı sözlükleri ile ilgili açıklamalar yapılmış, Yavuz Bülent Bakiler'in hayatı, edebi kişiliği ve eserleri hakkında bilgiler verilmiştir. Kısaltmalar ve Sözlüğün Kullanımı ile İlgili Açıklamalar kısmında çalışmadan yararlanmak isteyenlere yardımcı olacak bilgiler sunulmuştur. Sözlük bölümünde, şair ve yazarın bu eserlerde kullandığı söz varlığı tek tek incelenerek cümle içerisindeki anlamı ve anlamları tespit edilmiş ve bunlar sözlük bilimi esasına göre düzenlenmiştir. Ulaşabildiğimiz sözlüklerde incelediğimiz metinlerdeki anlamını bulamadığımız sözlük birimler, tarafımızdan anlamlandırılmıştır. Söz Varlığı bölümünde Yavuz Bülent Bakiler'in eserlerinde kullandığı söz varlığı, söz varlığını oluşturan unsurlar bakımından türlerine göre sınıflandırılmış ve alfabetik olarak dizilmiştir. Sonuç kısmında, şair ve yazarın eserlerinde kullandığı söz varlığı ile ilgili bazı değerlendirmeler yapılmıştır. Metin ve sanatçı sözlüklerinin hazırlanması, Türk dilinin söz varlığının genişlemesine ve zenginliğinin ortaya konmasına katkı sağlayacaktır. Bu tez, Türkçenin oylumlu, bütüncül söz varlığının oluşturulmasına katkıda bulunmak; şair ve yazarın söz varlığını belirleyerek onun dil kullanım becerisini, dünya görüşünü, kavramlar dünyasını değerlendirecek çalışmalara malzeme oluşturmak; dil ve yazın incelemeleri ve sözlük bilimi çalışmalarına veri sağlamak için hazırlanmıştır. ANAHTAR KELİMLER Söz Varlığı, Sanatçı Sözlüğü, Yavuz Bülent Bakiler, Âşık Veysel, Şiirimizde Ana, Seninle, Üsküp'ten Kosova'yaIn thıs study, the dictionary of vocabulary has been prepared the four work of arts of Yavuz Bülent Bakiler, which are called Âşık Veysel, Şiirimizde Ana, Seninle, Üsküp`ten Kosova'ya. This thesis consist of the two sections of Dictionary and Vocabulary expect for the Prologue, Abbreviations Instructions about the usage of the dictionary had the life and works of Yavuz Bülent Bakiler. At the beginning of the thesis, the explanations have been made about the vocabulary, the dictionary, the lexicology and the dictionaries on text and author. The life of Yavuz Bülent Bakiler, his literary stature and works of art have been mentioned. In the section of Abbreviations and the Instructiers about the safe of the dictionary the beneficial learnings have been given for the ones who want to take benefit from this work. In the section of Dictionary, the vocabulary which is used in these works of art by the author and poet has been identified one by one by the meaning and the meanings with in the sentences and these have been arrangedin terms of lexicology. We have given the meanings to the words that we are not able find the exact meanings the texts that we examine and we do this with the dictionaries that we can reach. In the section of "Vocabulary " the vocabulary that Yavuz Bülent Bakiler used has been classified in terms of the elements that compose the vocabulary and it has been alphabetically arranged. In the section of conclusion, there are some exaluations about the vocabulary that the author and poet has employed in his and her works of art. The preperation of the dictionaries on text and artist will contribute to the entichment and expansion of Turkish language. This thesis has been prepared for the contribution to the composition of Turkish language`s integrated and voluminous vocabulary; for the composition of the basis of the author and poet who can evaluate the world of notions, the point of wiev to the world, and his and her the skill of the language use by identifying his and her vocabulary; and fort he provision of data to the works of lexicology and language and text examinations. KEYWORDS Artist Dictionary, Vocabulary, Dictionary, Yavuz Bülent Bakiler, Âşık Veysel, Şiirimizde Ana, Seninle, Üsküp`ten Kosova`y

    A Comparative Analysis of Tap-based and Slide-based Interfaces: Evaluating Efficiency in In-Vehicle Touchscreen Interactions under Cognitive Load

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    Studien undersøkte effektiviteten og funksjonaliteten til to berøringsskjerms grensesnitt i biler som kun brukte én type interaksjon under bevisst økt kognitiv belastning. Eksperimentet brukte grensesnitt basert på tapping og sliding, og tilbød funksjoner for klimakontroll i biler. Tjue deltakere, uavhengig av kjønn og alder, men med gyldig førerkort, deltok i eksperimentet. Oppsettet inkluderte en kjøresimulator, et spillratt og et nettbrett som simulerte en berøringsskjerm i kjøretøyet. Deltakerne utførte oppgaver for å aktivere klimakontrollfunksjoner under to kjøreturer, der hver tur testet én type interaksjon. Kognitiv belastning ble opprettholdt ved hjelp av en nedtelling oppgave. Etter å ha fullført begge turene, fylte deltakerne ut NASA-TLX-questionnaire som vurderte sekundær interaksjon og besvarte intervju-spørsmål. Resultatene indikerte at grensesnittet basert på tapping presterte bedre enn grensesnittet basert på sliding når det gjaldt effektivitet og funksjonalitet, målt ved gjennomsnittlig tid brukt på å fullføre oppgaver på berøringsskjermen. Alle deltakerne, ifølge intervjuene, ga uttrykk for en preferanse for tapping fremfor sliding. Ifølge NASA-TLX-skårer fant deltakerne interaksjon med berøringsskjermen å være mentalt krevende under økt kognitiv belastning. Ytterligere faktorer, som kjøreerfaring, kjennskap til berøringsskjermgrensesnitt i biler og erfaring med racingspill, kjøresimulatorer og spillratt, ble undersøkt. Mens kjøreerfaring ikke påvirket oppgavens gjennomføringstid betydelig, muliggjorde kjennskap til berøringsskjermgrensesnitt og relaterte erfaringer raskere oppgavefullføring. Det anbefales ytterligere forskning for å teste grensesnitt under økt kognitiv belastning under reelle kjøreforhold og med en større deltakergruppe.The study investigated the efficiency and effectiveness of two in-vehicle touchscreen interfaces utilizing only one type of interaction under an intentionally increased cognitive load. The experiment utilized tap-based and slide-based interfaces, offering vehicle climate control functions. Twenty participants, irrespective of gender and age but possessing a valid driver’s license, took part in the experiment. The setup included a driving simulator, a gaming steering wheel, and a tablet simulating an in-vehicle touchscreen. Participants performed tasks to activate climate control functions during two rides, where each ride tested one type of interaction. A cognitive load was maintained using a countdown task. After completing both rides, participants filled out the NASA-TLX questionnaire assessing secondary interaction and answered interview questions. The results indicated that the tap-based interface outperformed the slide-based interface in terms of efficiency and effectiveness, as measured by the average time spent completing tasks on the touchscreen. All participants, as per the interviews, expressed a preference for tapping over sliding. According to NASA-TLX questionnaire ratings, participants found interaction with the touchscreen to be mentally demanding under increased cognitive load. Additional factors, such as driving experience, familiarity with in-vehicle touchscreen interfaces, and experience with racing games, driving simulators, and gaming steering wheel, were examined. While driving experience did not significantly influence task completion time, familiarity with touchscreen interfaces and related experiences facilitated faster task completion. Further research is recommended to test interfaces under increased cognitive load in real-life driving conditions and with a larger participant pool

    Dark finance: Exploring deceptive design in investment apps

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    Det ikke lenger vanskelig å bli investor, siden meglere har blitt lett tilgjengelige via mobil. Fintech selskaper lager mobile løsninger som utvider målgruppen i aksjemarkedet, ved å aktivt redusere terskelen ved å starte med investering. Det er fornuftig å anta at fortjeneste er en viktig del av agendaene til disse selskapene, og én måte å tjene på, er å få investorer til å bruke mer på platformene deres. Målet var å kartlegge hvordan nøyaktig fintech selskaper bruker designmønstrer til å påvirke brukernes persepsjon og avgjørelser når de investerer, slik at virksomheten får større fortjeneste. Vi diskuterer hvilken effekt villedende designmønstrer har på investorer, ved å trekke ut fra 1) literatur om villedende mønstre, 2) resultater av en deskriptiv studie, 3) innsikt fra brukerintervjuer. Vi analyserte 26 mobil apper tilgjengelige i Norge, for å kartlegge hvordan de appene brukte villedende designmønstre, og intervjuet 6 personer om deres persepsjon av finansapper de bruker for å håndtere investeringene sine. Funnene viser at nesten alle apper brukte villedende designmønstrer til varierende grader, og at graden apper brukte manipulerende design i, varierte mellom bankapper og skyggebank apper. Brukere utrykte at de var misførnøyde med tilstedeværelsen av villedende designmønstre da de ble spurt om spesifike eksempler, men de kunne ikke alltid oppdage ondsinnede trekk, på egen hånd

    The Effect of Opponent on Player Experience: Solo Play vs. Human vs. Artificial Intelligence

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    Motstanderen er en viktig del når det kommer til å skape en morsom spillopplevelse; den utfordrer spilleren, hjelper dem med å forbedre sine evner og får dem til å overvinne hindringer. I video spill finnes det to hovedtyper motstandere, kunstig intelligens-kontrollerte og menneskelige. Begge disse gir unike opplevelser og har egenskaper som definerer hvordan de oppfattes sammenlignet med det å spille alene (solospill). Det vil alltid være utfordringer ved det å finne spill som passer en gitt spiller, ettersom det er mange faktorer som påvirker hvordan et spill oppleves. Med den raske fremveksten av kunstig intelligens i samfunnet vårt øker dens betydning også i spill, og er en del av mange trinn i spilldesignprosessen. Ettersom kunstig intelligens blir mer og mer naturtro, hvordan skiller spillerens opplevelse seg når de spiller mot menneskelige motstandere, kunstig intelligens-motstandere og solospill, og hvorfor har det betydning? I dette designprosjektet ble dette spørsmålet besvart ved å kartlegge hvordan hver av disse tre modusene påvirket spillopplevelsen, slik at mer informerte beslutninger kan tas. Når spilldesignere har muligheten til å få en bedre forståelse for hvordan spillene deres blir ansett, så kan designet deres gjøres enda mer spesifikt for å passe en målgruppe enda bedre. Det kan føre til en mer lojal fanskare og færre skuffelser for folk som ikke fikk den opplevelsen de hadde håpet på. Denne oppgaven argumenterer for at selv om spillererfaring har blitt utforsket utallige ganger før, er det fortsatt et behov for å få større kunnskap om motstanderens påvirkning. Til slutt kan det argumenteres for at det å designe for en spesifikk motstander vil være til fordel for spillere som er usikre på hva de skal spille eller ikke vet så mye om spill fra før.The opponent is a vital part of a fun gameplay experience; it challenges the player, helps improve their abilities and guides them to overcome obstacles. In gaming, there are two main types of opponents, Artificial intelligence-controlled advisories, and human opponents. Both offer unique experiences with characteristics defining how they are perceived compared to just playing alone (solo play). There are always challenges in finding a game that suits a given player, as many factors impact how a game is played. With the rapid rise of artificial intelligence in our society, its importance in gaming is ever-increasing, being part of every step of the game design process. As it becomes more and more lifelike, how does the player's experience in video games differ when engaging in gameplay against human opponents, artificial intelligence opponents, and solo play, and why does it matter? In this game design project, this question was answered by mapping how each of these three conditions impacted the player experience so that more informed decisions could be made. When game designers can get a better understanding of how their games are viewed by players, their design can be made even more specific to suit a target audience. It can lead to a more loyal fan base and fewer disappointments for people who the game did not resonate with. This thesis argues that even if player experience has been explored innumerable times before, there is still the need to gain greater knowledge about the opponent's effects. Finally, an argument can be made that designing for a specific opponent will benefit players who are unsure about what to play or do not know much about games

    Developing an internet-delivered intervention targeting residual cognitive symptoms after major depressive disorder: a person-based approach

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    Background: cognitive difficulties are rarely addressed after the treatment of major depressive dis- order (MDD). New scalable treatments are needed. To ensure relevance and engagement of novel interventions, there is a need to understand the perspectives of the users. Aim: explore former depressed adults needs and perspectives during the planning and development of a novel internet-delivered intervention targeting residual cognitive symptoms after MDD. Method: the planning phase included exploratory qualitative interviews with former depressed adults (n1⁄416). In the development phase, a prototype including psychoeducation, attention training and compensatory strategies was tested in think-aloud interviews with former depressed adults (n 1⁄4 7) and psychologists (n 1⁄4 4). Data were analysed thematically. Results: analysis of exploratory interviews identified four themes. Experiences of residual cognitive symptoms consisted of two sub-themes (Everyday life is more demanding; Concerns about cognitive difficulties). Coping with residual cognitive symptoms had two sub-themes (Compensatory strategies; Acceptance). Needs from an intervention consisted of two-subthemes (Being overwhelmed; Not being motivated; Frequent registration). Analysis of think-aloud interviews was organized into three themes: Positive perceptions of content; Concerns regarding content; Perceptions of Layout, Visuals and Navigation. Conclusion: the intervention may address concerns and consequences of cognitive difficulties by including psychoeducation, compensatory strategies and elements to increase acceptance and motiv- ation, provided in manageable proportions
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