Savasta, Daniele
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Dr.Öğr.Üyesi
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01.01.04.02. Görsel İletişim Tasarım Bölümü
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Former Staff
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Sustainable Development Goals
1NO POVERTY
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2ZERO HUNGER
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3GOOD HEALTH AND WELL-BEING
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4QUALITY EDUCATION
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5GENDER EQUALITY
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6CLEAN WATER AND SANITATION
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7AFFORDABLE AND CLEAN ENERGY
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8DECENT WORK AND ECONOMIC GROWTH
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9INDUSTRY, INNOVATION AND INFRASTRUCTURE
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10REDUCED INEQUALITIES
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11SUSTAINABLE CITIES AND COMMUNITIES
2
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12RESPONSIBLE CONSUMPTION AND PRODUCTION
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13CLIMATE ACTION
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14LIFE BELOW WATER
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15LIFE ON LAND
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16PEACE, JUSTICE AND STRONG INSTITUTIONS
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17PARTNERSHIPS FOR THE GOALS
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This researcher does not have a Scopus ID.

Documents
4
Citations
3

Scholarly Output
4
Articles
4
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0/0
Supervised MSc Theses
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WoS Citation Count
3
Scopus Citation Count
3
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0
WoS Citations per Publication
0.75
Scopus Citations per Publication
0.75
Open Access Source
3
Supervised Theses
0
| Journal | Count |
|---|---|
| Journal of Museum Education | 1 |
| Journal on Computing and Cultural Heritage | 1 |
| METU JOURNAL OF THE FACULTY OF ARCHITECTURE | 1 |
| Yedi̇: Sanat, Tasarim ve Bi̇li̇m Dergi̇si̇ | 1 |
Current Page: 1 / 1
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4 results
Scholarly Output Search Results
Now showing 1 - 4 of 4
Article Citation - WoS: 2Citation - Scopus: 3Cultural Heritage Manifestation in Computer Role-Playing Games for Enhancing Museum Experience: A Model Proposal(ROUTLEDGE JOURNALS TAYLOR & FRANCIS LTD, 2024) Doruk Turkmen; Daniele Savasta; Savasta, Daniele; Turkmen, DorukThis article proposes a model for integrating computer role-playing games with museum experiences to enhance cultural heritage learning with a particular focus on design. Centered at the Izmir Archaeology Museum the study delves into the design of a serious game aimed at enriching both the educational and experiential facets of museum visits. The model highlights the use of gameplay components and design patterns to manifest tangible and intangible heritage content thereby promoting visitor awareness and understanding of cultural heritage. Through a provisional game scenario based on the museum's prehistoric artifact exhibition the study illustrates how a gameplay design approach that is informed by heritage content displayed in the museum can be prototyped. The proposed model not only aims to make museum visits more engaging but also seeks to contribute to the broader discourse on game design game-based learning and museum experience.Article Cihaz Sınırları: Bir Ekolojik Ağ Paradoksu(2020) Daniele Savasta; Savasta, DanieleBu çalışmada iletişim ağlarında paradoks kavramı ve melez ekolojilerde insan yapıtlarının canlı varlıklarla tanımladığı ilişkiler tartışılmaktadır. İletişim ağlarının günlük hayatımızdaki gerekliliğinin bilinciyle bu çalışma cihazlar ve insanlar arasındaki ilişkinin paradokslar ve zorluklar babında nasıl kritik sorular yaratabileceğini ortaya koyar. Sosyo-teknik acizlik paradoksu ve zaman baskısı paradoksu iki zorluğu tanımlamak için temel oluşturmaktadır: zaman ve mekanın yokluğu ile mülkiyet ve filrenin/sansürün varlığı. Bu teorik çerçeve cihazlar ve insanlar arasındaki sosyalliğin peşinde olan Cihaz Sınırları tasarım araştırma projesi için bir arka plan oluşturmaktadır. Cihaz Sınırları’nın amacı topluluklar üzerine dijital katmanlar yerleştirerek aynı çevredeki insanlar arasında yakın iletişimi teşvik etmektir. Ortaya çıkan ekoloji alternatif bir iletişim ağına şekil verir. Buna göre çalışma ilk olarak teknolojik cihazların sosyal hayatımızdaki rolünü ve ekolojik paradokslar ile zorlukları açıklar. Daha sonra iletişim teknolojilerini bu paradokslardan nasıl özgürleştirebileceğimizi araştırır ve hizmet ağlarının oluşturulmasında alternatif sistemleri benimseyen bir dizi örnek sunar. Sonuç olarak Cihaz Sınırları araştırması altında bir dizi tasarım projesi ile teorik araştırmayı gerçekleştirir ve tartışır.Article READING ANKARA APARTMENT BALCONY BALUSTRADES (1950-75) AS MATERIAL CULTURE AND THEIR DIGITAL DOCUMENTATION(MIDDLE EAST TECHNICAL UNIV, 2023) Zeynep Tuna Ultav; Daniele Savasta; Meltem O. Gurel; Savasta, Daniele; Gurel, Meltem O.; Ultav, Zeynep TunaThis paper considers the underexplored potential of wrought iron balcony balustrades as material culture providing significant clues about a design community of a certain time and society at large. Exploring the wrought iron balcony balustrades of apartment buildings constructed in Ankara between 1950 and 1975 the study potentially contributes to widening the scope of the field of modern architectural culture in Turkey while underscoring the significance of documenting and preserving these items as material evidence of this culture. Data on balcony balustrades were obtained through a scientific research project focused on 1850 apartment buildings in Ankara's cankaya District. In particular the study analyzes the balustrades' authenticity and technological aspect and their role in shedding light on the relationships among various actors of the construction process. To provide a broader perspective the study situates the issue within the wider context by conducting a literature review on material culture and the preservation of modern architectural heritage. Furthermore the research incorporates an analysis of data from semi -structured interviews and an extensive collection of fieldwork photographs. The study concludes with a proposal for digital documentation methods to allow further light to be shed on the period and to preserve their memory through a multi-layered reading of wrought iron balcony balustrades.Article Citation - WoS: 1Exposing Collections through Interaction Ecologies: A Prototype for Architectural Ephemera(ASSOC COMPUTING MACHINERY, 2022) Daniele Savasta; Zeynep Tuna Ultav; Savasta, Daniele; Ultav, Zeynep TunaThis study introduces a model for the observation and design of digital collections exhibitions rooted on three concepts: interaction ecologies exposing collections and architectural ephemera. The study examines how to go beyond the one user one device approach in GLAMs what it means to expose a collection and what it means to consider architectural elements as ephemera. We define interaction ecologies as the approach to a context in which individuals of different species (devices and humans included) entertain rich and floating relationships appropriate to the roles activities and postures they assume. This perspective offers novel possibilities on the exhibition of digital collections. In addition we discuss the concepts of exposing a collection and the translation of architectural elements to transient artifacts to preserve memory. This discussion allows a series of qualities to emerge that together constitute a model for the observation of collection exhibitions. The study includes the presentation of the exhibition Ankara Balcony Balustrades 1950-75 which by focusing on these aspects acts as a prototype of the model and helps in verifying the application and its results.

