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1
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Asking Users. Questionnaires as Indirect Observation Tools in Human-Centred Design Approach. Application Cases
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2
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An Educational Path on Universal Design. Video Games as Learning Tools
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3
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Evaluation of Playgrounds in Terms of Universal Design: İzmir, Karşıyaka Coast After İzmir Deniz Project
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4
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Effects of Educational Policies on Design of Inclusive Schools: SERÇEV Case
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5
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A Transdisciplinary Approach to Accessibility for Novice Designers’ Education of Inclusive Design
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6
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Handicap as a Design Catalyst
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7
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Relationship Between Quality of Life with Physical Fitness and Home Environmental Factor Among Elderly Individuals
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8
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Investigation of the Relationship Between Activity Performance in the School Settings and Occupational Performance of High School Students with Cerebral Palsy
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9
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Heuristics in Design for Sustainable Behavior Change
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10
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Improving Awareness and Empathy with Video Games: A Qualitative Analysis Study of PUDCAD Game
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11
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Using Board Games as a Method for Improving Awareness and Empathy in Inclusive Design: PUDCAD Game Case Study
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12
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Raising Awareness Through Games: The Influence of a Trolling Game on Perception of Toxic Behavior
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13
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Using Mathematical Models in Game Design: A Survival Mechanics Case
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14
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The Impact of Human-Centered Design of Game Mechanics on Feelings of Belonging
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15
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Design Process of a VR Sports Games Trilogy for Paraplegic Players: VR4Inclusion Case Study
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16
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Use of Virtual Reality in Participatory Urban Design
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17
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Virtual Reality Application for Relieving the Pain of Child Dental Patients
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18
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Audio Centered Game Development in Mobile VR
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19
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VR and AR in Teaching 3D Environment Design for Video Games
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20
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A New Environment: Augmented Reality
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21
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A Novel Approach in High School Design Education Using Virtual Reality
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22
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Smartphone as a Paired Game Input Device: An Application on HoloLens Head Mounted Augmented Reality System
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23
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Mapping Current Trends on Gamification of Cultural Heritage
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24
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Exploring the Future of Spatial Typography in Immersive Design Applications
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25
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A Critical Review of Video Game Controller Designs
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26
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Proposal and Requirements for a Platform that Assists Teaching–Learning in the Problematization of Design Projects
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27
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An Exploration of Interactivity and Tangibles in Blended Play Environments
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28
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A New Data Collection Interface for Dynamic Sign Language Recognition with Leap Motion Sensor
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29
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A User-Centered Design Research for Gamification Applications
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30
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Asset-Based Extended Reality Model for Distance Learning
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31
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Exploring Success Criteria of Instructional Video Design in Online Learning Platforms
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32
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Challenges in Synchronous e-Learning in Architectural Education