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Hi, I am Serdar Aydin from Artuklu School of Architecture, Mardin Artuklu University. My fields of interests are digital architecture and computational design, with a particular focus on exploring creative avenues. My research expertise includes digital heritage, BIM, VR, algorithmic design and smart cities.

Publications

  • Aydin S and Aktaş B (2020) Developing an Integrated VR Infrastructure in Architectural Design Education. Front. Robot. AI 7:495468. doi: 10.3389/frobt.2020.495468
  • Aydin, S., Schnabel, M.A., Sayah, I. (2017). Association Rule Mining to Assess User-Generated Content in Digital Heritage. In: Çağdaş, G., Özkar, M., Gül, L., Gürer, E. (eds) Computer-Aided Architectural Design. Future Trajectories. CAADFutures 2017. Communications in Computer and Information Science, vol 724. Springer, Singapore. https://doi.org/10.1007/978-981-10-5197-5_13
  • Aydin, S., Schnabel, M.A. (2016). The Museum of Gamers: Unmediated Cultural Heritage Through Gaming. In: Borowiecki, K., Forbes, N., Fresa, A. (eds) Cultural Heritage in a Changing World. Springer, Cham. https://doi.org/10.1007/978-3-319-29544-2_8
  • Being the Next Proto: An Investigation of Proto-Scale with 3D Voxels at the Intersection of Architecture and Fashion Design
  • Spekülatif Mimari Çizimin Yaratıcılık Rolü Üzerine Bir Korelasyon İncelemesi
  • A Collective Intelligence Assessment Approach through Alternate Realities in 'The Museum of Gamers'
  • Augmenting Kashgar
  • Decoding kashgar: Participatory digital heritage making via digital online interaction and gamification
  • Glitch space
  • A survey on the visual communication skills of BIM tools
  • Unmediated cultural heritage via HYVE-3D: Collecting individual and collective narratives with 3D sketching
  • Developing an Integrated VR Infrastructure in Architectural Design Education
  • An Investigation of Digital Authenticity Through Use of Glitches for Creating Interactive Heritage Environments
  • Generating a Contextual Agent-Based Rule System Based on Urban Data of Gldani Micro-District
  • City and Code: Framing a Case of Form‐Based Codes (FBC) for Mardin with Parametric Design Methods
  • An Optimisation Study of Spatial Ad-Hoc Encounters with Quad-Tree Algorithms in the Context of Gldani Microrayons
  • Amphiboly of Digital Heritage Why to create authenticity through gamification
  • COLLABORATIVE DESIGN WITH QUASIGRAMMARS A Bottom-Up Model for the Mass-Housing Projects in Kashgar
  • UNMEDIATED CULTURAL HERITAGE VIA HYVE-3D
  • GLITCH SPACE Experiments on Digital Decay to Remap the Anatomy of Glitch in 3D
  • FUSING CONFLICTS WITHIN DIGITAL HERITAGE THROUGH THE AMBIVALENCE OF GAMING Research through design for a digital heritage project
  • Gamification of Shape Grammars Collaborative and Participatory Mass-Housing Design for Kashgar Old Town
  • Collaborative design with quasigrammars
  • Decoding Kashgar
  • Amphiboly of Digital Heritage: Why to create authenticity through gamification
  • The museum of gamers: Unmediated cultural heritage through gaming
  • Fusing conflicts within digital heritage through the ambivalence of gaming: Research through design for a digital heritage project
  • Using Parametric Modelling in Form-based Code Design for High-dense Cities
  • Assessment of Correlative Digital Drawing Features in the Design Processes of Unstructured Creativity
  • Experiencing Cultural Heritage Through Gamification – Mardin orphanage
  • Unmediated cultural heritage via Hyve-3D: Collecting individual and collective narratives with 3D sketching
  • A parametric quasi-grammar for generating a flexible urban design tool: Shape grammars optimised by evolutionary algorithms
  • Towards a Digital Practice of Historical Stone Carvings
  • Decoding Kashgar: A Digital Design Approach to Steer and Diversify Creative Engagement in Digital Heritage
  • Mardin'de Bir Meydan
  • Use of generative systems to create semi-public spaces in contemporary neighborhood texture
  • Association Rule Mining to Assess User-Generated Content in Digital Heritage
  • Digital decay
  • Process Model and its Use in Architecture: An Assessment on the Documentation of Stone Building Elements Production Processes

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