Tunç Cox, Ayça
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Name Variants
Cox, AT
Cox, Ayça Tunç
Tunc Cox, Ayca
Cox, Ayca Tunc
Cox, Ayça Tunç
Tunc Cox, Ayca
Cox, Ayca Tunc
Job Title
Email Address
aycatunc@iyte.edu.tr
Main Affiliation
02.04. Department of Industrial Design
Status
Former Staff
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID
Sustainable Development Goals
1NO POVERTY
8
Research Products
2ZERO HUNGER
3
Research Products
3GOOD HEALTH AND WELL-BEING
1
Research Products
4QUALITY EDUCATION
13
Research Products
5GENDER EQUALITY
8
Research Products
6CLEAN WATER AND SANITATION
1
Research Products
7AFFORDABLE AND CLEAN ENERGY
3
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8DECENT WORK AND ECONOMIC GROWTH
9
Research Products
9INDUSTRY, INNOVATION AND INFRASTRUCTURE
9
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10REDUCED INEQUALITIES
7
Research Products
11SUSTAINABLE CITIES AND COMMUNITIES
3
Research Products
12RESPONSIBLE CONSUMPTION AND PRODUCTION
4
Research Products
13CLIMATE ACTION
3
Research Products
14LIFE BELOW WATER
1
Research Products
15LIFE ON LAND
2
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16PEACE, JUSTICE AND STRONG INSTITUTIONS
6
Research Products
17PARTNERSHIPS FOR THE GOALS
1
Research Products

Documents
11
Citations
20
h-index
3

Documents
6
Citations
16

Scholarly Output
21
Articles
9
Views / Downloads
172054/10022
Supervised MSc Theses
7
Supervised PhD Theses
0
WoS Citation Count
17
Scopus Citation Count
18
Patents
0
Projects
0
WoS Citations per Publication
0.81
Scopus Citations per Publication
0.86
Open Access Source
14
Supervised Theses
7
| Journal | Count |
|---|---|
| Akdeniz İletişim | 1 |
| CINEJ Cinema Journal | 1 |
| Craft Research | 1 |
| Ethnicities | 1 |
| Film International | 1 |
Current Page: 1 / 3
Scopus Quartile Distribution
Competency Cloud

21 results
Scholarly Output Search Results
Now showing 1 - 10 of 21
Article Filmde Heteroglossia, Filmin Heteroglossia’sı: La Haine(Akdeniz Üniversitesi, 2019) Cox, Ayça Tunç; Tunç Cox, Ayça; Jaidane, OumaimaBu makale Mathieu Kassovitz’in yönetmenliğini üstlendiği La Haine (1995) adlı filmi Bakhtin’in “heteroglossia” kavramı özelinde analiz etmektedir. Heteroglossia kavramıyla “dil, belirli ideolojik inanç sistemlerinin temsil edildiği bir sosyal söylemler alanı olarak” (Morris, 2003: p. 73) tanımlanmaktadır. Avrupa’yı sarsmaya devam eden mülteci krizinin, yükselen İslamofobinin ve yabancı düşmanlığının gölgesinde film güncelliğini, dolayısıyla sosyal ve politik önemini korumaktadır. Film, teması ve merkezi karakterleri itibariyle, “diyasporik sinema”, “beur sinema”, “banliyö sineması” ve “Fransız sineması” gibi ceşitli tanımlayıcı kategoriler içinde değerlendirilebilmektedir. Fakat çalışma kapsamında, Fransız sineması ve banliyö sineması bağlamı içinde, çok sesli, çok dilli bir anlatı olarak özellikle filmsel metnin kendisine odaklanılmaktadır. Bu doğrultuda, filmdeki karakterlerin ifadeleri ve bu ifadelerin sosyal ve kültürel yananlamları/çağrışımları baz alınarak, sanayi sonrası ve sömürgecilik sonrası Fransa’da bu karakterlerin nasıl birer “öteki” olarak çerçevelendiği analiz edilmektedir. Yapılan detaylı metin analizi, bu görsel işitsel anlatının çok katmanlı yapısını vurgulayacak şekilde farklı “heteroglossia” kullanımlarının varlığını göstermektedir.Master Thesis Utilising Origami for Packaging Design: a Survey for Analysing User Preferences(Izmir Institute of Technology, 2019) Büyükyılmaz, Nur; Tunç Cox, AyçaIn this thesis, origami is studied from the packaging design's point of view. One of the main objectives of this thesis is to show the usage of origami in packaging design. It is aimed to analyze the packaging preferences of consumers. It is evaluated how behaviors of consumers for multifunctional origamic packaging and it is measured what percentage of them would reuse those origamic packaging samples. In brief, this study particularly focuses on the incorporation of origami in industrial design for a less consumption-driven design practice. Accordingly, introduction presents the aim of this as well as identifying research method and tools. Then, consumption trends and material culture along with the history of consumption are examined. The interaction between play/game activity and consumption is explored. Packaging design is explained in detail. In this context, the relationship between packaging and consumption is analyzed. Following a detailed analysis of consumption on environment, green design is discussed as a form of solution to this problem. For the purposes of this thesis, environmentally friendly packaging design prove important, therefore, the concept is explored thoroughly. History, types and usage areas of origami are explained in the fourth chapter. Origami in daily life objects and packaging is sampled. Finally, the thesis includes a case study applied at Karşıyaka Universal Child Museum and Education Campus which measures how museum consumers would react to multifunctional origamic packaging. The origamic multifunctional package samples are viewed and questionnaire are analyzed. The results of statistical data are interpreted for each criterion.Master Thesis The Role of User-Created Interface Design in Players' Satisfaction Derived From Massively Multiplayer Online Role Playing Games: Players in the Turkish Market(Izmir Institute of Technology, 2015) Kocaman, Utku; Tunç Cox, Ayça; Tunç Cox, AyçaGaming sector functions like a giant factory and a huge industry. Investments in and required labor for the design of a game can be taken as an indicator of the importance of the sector. While designing their games, all companies working in this sector primarily focus on how the players feel, and thus, explore the ways to stimulate their interests in the game for a long period. One of the main strategies to increase user interest in a game appears to be the use of add-ons. Games enabling users to transfer their own created contents to the game in the form of add-ons seem to be the most successful in the sector. Accordingly, the main objectives of this study are to analyze how user-created contents affect players’ performance while playing the game and how they feel when using the content they created themselves. For the latter, a special eye-tracking system will be used in order to measure players’ respond periods during gaming. To this end, Mihaly Csikszentmihalyi’s “theory of flow”, which is considered to be a groundbreaking work in the field, and Jan o. Blom & Andrew F. Monk’s “theory of personalization” will constitute the theoretical background. When it comes to players’ perception of and engagement with the game, a survey will be conducted online, catering to a large group of players in addition to that which will be conducted with the sample group of said experiment. This will also allow me to compare the two data.Master Thesis Design Activism in Industrial Design: a Critical Analysis of the Main Scolary Discourse(Izmir Institute of Technology, 2015) Çetin, Özgür Deniz; Tunç Cox, AyçaIndustrial design profession has developed continuingly throughout the twentieth century, cultivated, and became prevalent. Over the course of time, industrial design has also had some negative ramifications for people and the environment, caused by socio-economic and political developments such as industrialization and globalization. Nevertheless, industrial designers have not disregarded these developments, and their consequences, instead they have been searching to find some solutions to the negative outcomes within their own profession. This endeavour has created a concentrated thread of action, which can be defined as “design activism” as an aggregate term. The renowned examples of design activism discourse first appeared in the early 1970s. Passing through various phases, it has eventually become a major subject that attracts considerable attention from design profession. Design activism is commonly addressed as an approach or a viewpoint. However, this study postulates design activism as a movement; it has been influenced by social events and movements in conjunction with socio-economic and political developments and consequently, it has evolved into a movement within the industrial design profession. This study critically analyses design activism discourse over a group of publications which constitutes the core of the discourse, both in its historical context and cumulatively. The critical analysis of the discourse discloses the ideology of design activism, its relationship with other domains and subjects, its content and context, the objectives of design activism, and the course of action that is supposed to achieve the objectives. This analysis also allows me to identify the deficiencies of design activism movement. The study is concluded with a plausible roadmap which can be followed in the near future to achieve the objectives of design activism movement.Article Citation - WoS: 7Citation - Scopus: 4Roma People of Turkey Re-Write Their Cinematographic Images(SAGE Publications Inc., 2020) Uştuk, Ozan; Tunç Cox, AyçaThe historical construction of the Roma image in Turkey, via both official and unofficial narratives, has constituted a derogatory repertoire. Their portrayal in the mainstream Turkish cinema and TV in particular has contributed to the predominant imaginary in circulation which essentially is based on common binaries and stereotypes. In order to challenge prevailing stereotypes about the Roma, we have conducted a transformative action research project with the Roma people of the Sira district in Izmir, Turkey, who volunteered to make their own films. This article provides an account of this community filmmaking project. Locating the Roma in the conceptual framework of subalternity, we ultimately investigate whether it is possible to talk about agency in regard to the Roma people of Turkey.Article Citation - WoS: 4Citation - Scopus: 4The Roma Image in the Mainstream Turkish Audiovisual Media: Sixty Years of Stereotyping(Liverpool University Press, 2019) Cox, Ayça Tunç; Uştuk, OzanThis article seeks to address one of the most problematic lacunae in Turkey's political and academic landscape by examining the mediated images of the Roma people in Turkey. This long-neglected sub-cultural group in the Turkish context is mostly regarded as the “others” of society, who cannot speak for themselves. Their public imagination is, therefore, based heavily on narratives that are exclusively produced by non-Roma people. In order to reveal the historical construction of the popular Roma image in Turkey, we cover audiovisual material from the 1960s onward. Through a descriptive-interpretive analysis, we seek to explore how cultural and artistic narratives have contributed to and/or mirrored, and thus reproduced, the prevailing knowledge and imagination about the Roma people in Turkish society. © 2019 Liverpool University Press. All rights reserved.Master Thesis Participatory Design Improving the Quality of Life in Inpatient Children With Cancer(Izmir Institute of Technology, 2019) Örnekoğlu Selçuk, Melis; Tunç Cox, Ayça; Hasırcı İnceoğlu, DenizThe diagnosis of cancer influences the lives of children in many ways. Instead of maintaining daily activities, children often visit hospitals or stay there for an uncertain period. Due to the disease and treatment, children experience suffering and pain, their school and play activities are interrupted and they become separated from social and familiar environments. This may cause several problems in their development and quality of life (QOL). QOL is the state of well-being in terms of physical, psychological and social aspects. According to surveys that investigate the negative effects of cancer on children’s QOL, “the loss of normalcy” and inability to play, do sports, spend time with family and friends are considered by children to be worse than the physical symptoms and side effects of the treatment. Children with cancer need play during hospitalization in order to pursue their development and to feel normal. A case study was conducted in Dokuz Eylül University Nevvar and Salih İşgören Children’s Hospital in order to understand the needs of children with cancer, provide a design suggestion for their play area, and especially investigate the effects of the participatory design process on QOL of children. A participatory design study was carried out in order to achieve more responsive results to participants’ needs by involving users in the design process. It was found out that the process contributes to the improvement of QOL of children by making them feel that their ideas matter as well as distracting them from negative thoughts regarding cancer.Article Citation - WoS: 1An Apprenticeship Project: Silversmithing in Kapalicarsi (the Grand Bazaar)(Intellect Ltd., 2019) Tarcan, Berilsu; Cox, Ayça TunçVarious cultural objects, crafts and traditional production techniques from Turkey have been research subjects in the field of design studies in recent years. During this time, definitions of tradition, culture and craft have changed and, therefore, these changes need to be revisited, in particular relating to product design. This study explores these changes through a field study conducted in Istanbul, Turkey, one of the key areas of craft production. Focusing on silversmithing, a traditional craft in Turkey, the study seeks to identify new ways in which craft can be used in and lead to the design of new products. The field study was conducted with students from the Industrial Design Department of Istanbul Bilgi University during their second-year studio course. For the study, they were paired with craftsmen in the Kapalicarsi (the Grand Bazaar) area, one of the most well-known and historic craft neighbourhoods in Istanbul. The aim was to investigate the relationship between traditional craft methods, craft knowledge and contemporary product design, specifically to find out how traditional craft knowledge and methods can be used to inform contemporary product design, and in return, how the craftspeople might benefit from this exchange.Master Thesis Understanding Gamification: Utilizing Gamification as a Tangible Tool for Organ Donation Campaigns(Izmir Institute of Technology, 2016) Al-Samarei, Ali; Tunç Cox, AyçaEver more increasingly, play and fun are not meant for entertainment only, but also began to be embedded within the daily life routines. Many services and products borrowed game-like systems from entertainment to attract customers. Furthermore, behavior economics see in that also a way to motivate people and change their behavior. The term commonly used in academia and in the professional field in order to describe the process of using game elements in non-gaming context is “Gamification”. Game elements such as point, goal, rewards, level, badges, story, etc. can be implemented in a product to induce fun experience for the users and encourage them to come back/continue using the product or the service. However, this is not always a successful endeavor; to guarantee success, gamification should be understood profoundly; why and when it fails, how it works. This constitutes the first part of this study. Most of the well-known gamification examples are digital and it is hard, if not impossible, to find pure tangible gamification. This reveals the second part of this study which examines the ways of converting digital gamification elements into a tangible product. Few marketing campaigns used gamification to attract consumers. Having been inspired by such examples, I thought that awareness campaigns can utilize gamification as a tool to gain and increase support for their cause. To provide insights on its effectiveness, an experiment was conducted in this study. The experiment aimed at comparing tangible gamification and a usual organ donation campaign tool (a brochure). Such experiment can help understanding the setting where gamification can be used and how the users perceive such products. All in all, this study can introduce gamification to designers and help them to understand the ways of implementing it into their design processes.Article The Turkish-German Affair in Films: a Dreamworld or a Netherworld?(Selçuk Üniversitesi, 2020) Tunç Cox, AyçaTurkish society’s perception of Germany has been going through a significant transformation. This is indisputably related with the crucial role Germany played by not taking sides with Turkey in its long-lasting attempts to access to the European Union. Through critical discourse analysis, this article explores how Turkish cinematic narratives have accounted for the thorny Turkish-German relations in the last two decades. The analyzed films, which are the products of the dynamic and heterogeneous new cinema of Turkey, have contributed to the knowledge produced about Germany, Germans and Turkish-Germans in the media. Therefore, focusing on these cinematic texts should reveal alternative modes of reading the enduring Turkish-German affair. As the close textual analysis has revealed, the films in question refuse the presumed label of “subaltern” for Turkey, and instead, provides a realistic and multifaceted account of said relationship.
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