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Öğe 3D VISUALIZATION AND PHOTO-REALISTIC RECONSTRUCTION OF THE GREAT TEMPLE OF BEL(2017) Denker, AhmetThe Great Temple of Bel in Palmyra was a unique edifice which had blended the well established lines of Greco-Roman architecture with the art and taste of the Orient. With the gilded bronze capitals of its 41 Corinthian columns it was the product of enormous effort and budget. It was the gem of a remarkable epoch of wealthy Palmyra and mighty Roma. With its splendidly decorated adyta ceilings it became a source of inspiration and imagination for Western architecture and decorative arts. While continuing to captivate the World, it was leveled and vanished as a grim result of conflict based vandalism. The aim of this work is to piece together this, the most eloquent and stupendous monument of the Roman East, from its ruins and reconstruct it as it was once extant. Its loss is irreplacable, but its photo-realistic reconstruction can offer some solace by waking the memories of the great temple as in the past. The lost reality of the Great Temple of Bel is revived here by digitally constructing its "ghost images."Öğe A Journey into Ancient Pergamon: A Virtual Experience with AI Integration(Institute of Electrical and Electronics Engineers Inc., 2025) Denker, Ahmet; Mengilli, Mert; Gokdere, KaanThis paper presents a comprehensive exploration of the ancient city of Pergamon through the integration of Virtual Reality (VR) and Artificial Intelligence (AI). By developing lifelike avatars modeled after historical depictions of ancient Pergamenese, the project enhances user interaction and immersion within a digitally reconstructed cityscape. Utilizing advanced 3D modeling, VR, and AI technologies, the ancient city of Pergamon is revived, allowing users to experience its cultural and architectural grandeur during the Hellenistic period. AIpowered avatars traverse the virtual city, offering historical narratives and contextual information about significant landmarks, thereby bridging the gap between historical scholarship and interactive edutainment. This dynamic interaction serves as a novel educational approach to preserving and disseminating cultural heritage. By synthesizing historical research with state-of-the-art digital tools, the proposed framework underscores the potential of VR and AI in creating immersive historical experiences that engage contemporary audiences while preserving the cultural legacy of ancient civilizations. © 2025 IEEE.Öğe A Response to the Recent Review of the Book Reviving Palmyra in Multiple Dimensions: Images, Ruins and Cultural Memory(Routledge Journals, Taylor & Francis Ltd, 2019) Silver, Minna; Fangi, Gabriele; Denker, Ahmet[Abstract Not Available]Öğe An Al -Driven Timeless Journey to Ancient Ephesus(Ieee Computer Soc, 2025) Denker, Ahmet; Gungordu, Selen F.; Demirtas, Deniz Naz; Ulas, Ecem S.This article offers a captivating virtual journey to Ephesus, a UNESCO World Heritage Site and a vital Roman metropolis on Tiirkiye's Aegean coast during the 2nd and 3rd centuries CE. Once a bustling harbor city and home to the famed Temple of Artemis, Ephesus faced devastation in the 3rd century CE due to an earthquake and Gothic invasions. Using advanced technologies like 3D modeling. Virtual Reality, and AI -powered avatars, the project revives Ephesus with remarkable detail, intertwining historical narratives, archaeological discoveries, and visual media. Readers can explore its architectural marvels, cultural heritage, and preservation efforts through immersive virtual models and AIguided experiences. This innovative approach bridges past and present, offering a multidimensional exploration of Ephesus and breathing new life into its timeless legacy.Öğe An Intelligent Reality Application in the Field of Cultural Heritage: Mamurt Kaleh(Institute of Electrical and Electronics Engineers Inc., 2025) Denker, Ahmet; Dincel, Deniz; Sagirkaaya, Emir CanIn recent decades, the intersection of Intelligent Reality (IR) and Cultural Heritage (CH) has grown into a vital field of innovation. This study examines the application of IR to CH through the case of Mamurt Kaleh, a rare Doric sanctuary in Asia Minor, highlighting how digital technologies are reshaping our engagement with the ancient past. Mamurt Kaleh, is an ancient Hellenistic temple-fortress dedicated to the Mother Goddess Kybele, located in İzmir's Kinik district. By utilizing Intelligent Reality (IR)-a hybrid approach incorporating Artificial Intelligence (AI), Extended Reality (XR), and 3D modeling-the project presents a comprehensive reconstruction of the site. Drawing upon historical data and archaeological insights, the project team has developed an immersive virtual environment where users can interact with AI-powered avatars modeled after the researchers. These avatars guide visitors through the reconstructed sacred space, offering an educational and emotionally engaging journey. This project not only enhances public access to cultural heritage sites but also demonstrates the potential of interdisciplinary digital tools in fostering preservation, education, and experiential storytelling. © 2025 IEEE.Öğe BRINGING VISIBILITY TO THE ORIGINAL SPLENDOUR OF A LOST WONDER OF THE ANCIENT WORLD: THE TEMPLE OF ARTEMIS AT EPHESUS(COPERNICUS GESELLSCHAFT MBH, 2023-03-30) Denker, AhmetThe visualization work presented here seeks an answer to one of the most persistant problems of our cultural heritage: to make visible the original splendour of the lost Temple of Artemis, one of the seven wonders of the world whose glory could not be surpassed in the Classical Age by any other building. Unfortunately, neither the discovery of the temple, which was found after many years of searching, nor the excavations carried out in the following 150 years were enough to completely remove the veil of mystery from this enigmatic temple, and a completely factual and academically accepted reconstruction has not been possible until today. In this article, it has been tried to give an answer to how this world-wonder temple looked. The goal is to recreate the Temple of Artemis in virtual space using tools and methods at the forefront of digital technology.The effort to bring visibility to the temple provides an opportunity to keep this unique work of our cultural heritage alive in our memories and to increase its accessibility and awareness by providing digital access to the structure that is no longer physically accessible. The most attractive and distinctive feature of virtual reality is that it can take the observer out of the spectator position and into the virtual environment. Images of the reconstruction of the Temple of Artemis are presented in the results section of the article.Öğe DESIGN AND IMPLEMENTATION OF A SEMI-AUTONOMOUS MOBILE SEARCH AND RESCUE ROBOT: SALVOR(IEEE, 2017) Denker, Ahmet; Iseri, Mehmet CanHumankind encounters with unprecedented number and scales of disasters which stem from natural and human-made causes. So many victims have suffered severely in those catastrophes that compelled generation and development of search and rescue technology to help victims in future. One of the most important application areas within this scope is the search and rescue robots. The robots equipped with capabilities of sensing and maneuvering in the areas of calamity are enticing more and more attentions from researchers and rescuers. This project aims at realization of a new generation of search and rescue robot which can work in autonomous and semi-autonomous modes and can be used in harsh physical environments of disaster regions to carry out the given tasks more effectively by the use of advanced and economic sensors. In this paper, a mobile search and rescue robot called SALVOR is designed and implemented. SALVOR partly relies on the data from its sensors about the environment and partly on instructions from the human operators for its operation. On the other hand it provides information about its surroundings for situation assessment. Design and implementation processes of SALVOR are described and its test results are presented in an arena which simulates the calamity zone.Öğe Four Rare Ring-Shaped Artifacts from Antalya and Mediterranean Diver Weights of Antiquity(Springer, 2022) Oniz, Hakan; Denker, AhmetFour rare discoveries from the coast of Antalya provide evidence that divers were active in the area during the Hellenistic-Roman Periods as has been indicated in many different sites of the Mediterranean basin in the same period. The first discovery was a stone tool found off the ancient Cilicia Region on Alanya-Antalya coastline of Southern Turkey in 2011. The second find was discovered in 2019, off the coast of ancient Lycia region, alongside the shores of the Three-Islands of Kemer-Antalya. This second artifact is a more familiar ring-shaped object made of lead. It is similar to objects found off the coast of Israel and identified as salvage rings. These two objects were found as lone objects, neither associated with a shipwreck nor within a specific context. These were followed by two other ring-shaped objects found in 2021, again off the ancient Lycia region, one in Kas and the other one on the Kekova coastline. Both of these objects are marble weights and akin to the one which had been found on the coast of Caesarea, Israel and named as a salvaging ring in the literature. These two marble rings have been found near shipwrecks. One surmises they were possibly used by divers to retrieve some sunken cargo. All four finds could be examples of diver weights that were used by ancient divers for reaching the desired depths faster for salvage operations or other diving activities such as harvesting sponges and oysters. Artifacts of these sorts found on the seabed are extremely rare. Along the entire 640 km Antalya coastline, over a time span of two decades, these are the only four recovered objects. In searching for the history of these artifacts and their originally intended purposes, a study is conducted with similar objects from different sites of the Mediterranean. This paper concludes with a recent experiment to test whether the artifacts could have been diver weights.Öğe Hermogenes in asia minor: Giving spatial presence to temples of dionysus and artemis leukophryene in virtual space(International Society for Photogrammetry and Remote Sensing, 2023-06-24) Denker, AhmetHermogenes and his works in Asia Minor is one of the central subjects of research in both classical architecture and archaeology. In this study, the questions of what role Hermogenes played in Hellenistic architecture, what he intended and built, and why Vitruvius gave him the highest praise are once again brought up. The Temple of Dionysus in Teos and the Temple of Artemis Leukophryene in Magnesia are masterpieces of the great architect Hermogenes, who left his mark on temple architecture in Asia Minor during the Hellenistic period. Both of these temples are now in ruins. The pedestals of several columns, the lower shafts of the columns and a few fallen Ionic capitals convey the buildings' former beauty, but few vestiges remain of these important sanctuaries. Yet these marble monuments still captivate the imagination, twenty-Two centuries after they were built. As a result of a systematic and comprehensive application of digital 3D reconstruction methodology, 3D visualizations of these works of this famous architect of the Hellenistic period are created and presented. © 2023 International Society for Photogrammetry and Remote Sensing. All rights reserved.Öğe MODERN VISUALIZATION BY DIGITALLY MODELING NEOLITHIC CRAFTED HUMAN SKULLS(COPERNICUS GESELLSCHAFT MBH, 2023-03-30) Silver, Minna; Denker, Ahmet; Nurnez, MiltonOur digital modeling in 3D aims to visualize Neolithic crafted skulls found in the Near East for their preservation and study taking into account both the possibilities of skull deformation in vivo as well as crafting them postmortem. Decapitation and burying or caching human skulls is met already in Palaeolithic contexts. Postmortem cranial crafting by drilling and carving, or modelling with plaster and asphalt using human skulls as basis was practiced in the Near East during the Pre-Pottery Neolithic and Late Neolithic period. The first examples of plastered human skulls were discovered at Jericho in the 1950s, then belonging to Jordan, after which to Israel and now to the Palestinian territories. Similar skulls were later found in various sites in the Near East. The examples digitally reconstructed here include skulls from Gobekli Tepe and Kosk Hoyuk found in Turkey, from the cave at Nahal Hemar at the Dead Sea in the Judean mountains of Israel and skulls from Jericho in the Palestinian territories. Both drawings and photographs were used in digitally reconstructing the skulls in 3D. The Blender software allowed us to sculpt the complex shape of the skull from a base mesh. Graphic Processing Unit (GPU) rendering sped up rendering thanks to Nvidia graphics cards. UV mapping was carried out for importing the texture. The visualization enabled us to make further anthropological observations. Beside the generally acknowledged Neolithic "skull cult" we also wish briefly to discuss other reasons for the phenomena and practices.Öğe PALMYRA AS IT ONCE WAS: 3D VIRTUAL RECONSTRUCTION AND VISUALIZATION OF AN IRREPLACABLE LOST TREASURE(2017) Denker, AhmetPalmyra was a mosaic which was composed through its colourful past, by Assyrians, Parthians, Greeks and Romans. For centuries, the spectacular ruins and impressive panorama of the antique city used to captivate and inspire the visitors as the witnesses of its illustrious history. As a grim consequence of the horrific conflict that engulfed Syria, since May 2015 they are no more to be seen. Palmyra has been purposely targeted and obliterated, the ruins have been reduced to rubble. The immense beauty and rich heritage of Palmyra which has been lost forever is reconstructed here as it was once was, at the top of its glory, with the hope of preserving its memory.Öğe Pergamon As It Once Was: A Virtual Journey into Ancient City and an Immersive Experience with AI Integration(International Society for Photogrammetry and Remote Sensing, 2025) Denker, Ahmet; Mengilli, Mert; Gökdere, KaanThis paper introduces an integrated digital reconstruction of the ancient city of Pergamon, combining Virtual Reality (VR), Artificial Intelligence (AI), and photorealistic 3D modeling to establish a historically informed and immersive virtual environment. Beginning with the production of precise architectural plans using AutoCAD®, the project develops detailed three-dimensional models of major Hellenistic and Roman-era structures-such as the Temple of Athena, the Altar of Zeus, and the Pergamon Theatre-through 3ds Max® and Blender®, followed by their spatial deployment in Unreal Engine®, incorporating terrain data, realistic lighting, and authentic textures. To elevate user engagement, historically accurate avatars were created using Character Creator® and animated with iClone®, while AI capabilities were integrated via Unreal Engine® and Convai® to allow real-time, context-sensitive interaction with users. These AI-driven characters function as narrative agents, guiding visitors through the virtual city and delivering interpretive content tied to specific landmarks. The resulting platform not only reconstructs architectural forms but also revives elements of social life and public space, offering an experiential mode of engagement with ancient urbanism. By uniting archaeological data, digital media, and conversational AI, this study exemplifies how emerging technologies can expand both the pedagogical and experiential dimensions of cultural heritage interpretation. Copyright © 2025 Ahmet Denker et al.Öğe REBUILDING PALMYRA VIRTUALLY: RECREATION OF ITS FORMER GLORY IN DIGITAL SPACE(2017-07) Denker, AhmetThis paper addresses the role of the digital tools and methods in the preservation of cultural heritage. As the destruction of Palmyra made international headlines, digital tools emerged as a key tool to fight back against the total deletion of the heritage site from memories. Palmyra in Syria had been, with its Corinthian colonnades, theatre and splendidly built temples to ancient gods, source of inspiration and imagination for Western architecture. In this paper, the aim is reviving the lost reality of Palmyra by digitally reconstructing its "ghost images" from rubbles. The paper offers a glimpse of the grandeur and beauty of the ruins of Palmyra, none of which any longer remains in its entirety. 3D models of the most significant structures of Palmyra, including Temple of Bel and Temple of Baalshamin which have been levelled as a result of conflict based vandalism, as well as the Grand Colonnaded Street and the theatre are presented as "ghost images" through reconstructed 3D models. The focus has been in maintaining the accuracy and validity of the visualised data of the relics and environment of Palmyra, as they were once extant. Following the trauma caused by the destruction of Palmyra, these reconstructions revive in our memory the splendour of the city in the Greco-Roman Period.Öğe Reviving Ancient Ephesus: An AI-Powered Virtual Realm(Institute of Electrical and Electronics Engineers Inc., 2025) Denker, Ahmet; Yurt, Arda; Gormus, Ayberk; Piker, Can Mert; Gunduz, ErayThe rise of artificial intelligence (AI) has ushered in a new era of interactive experiences of virtual antiquity, where virtual characters play a central role in engaging visitors at reconstructed cultural heritage (CH) sites. This study explores the intersection of Virtual Reality (VR) and AI-driven character creation in enriching the virtual experience of ancient Ephesus at its peak. By integrating lifelike AI-powered avatars, imbued with personality and emotion, we try to showcase that it is possible to bridge the gap between visitors and digital heritage environments. These intelligent avatars, driven by sophisticated AI technologies serve as interactive guides, fostering immersive and intuitive engagement. They not only respond to user interactions but also adapt their behavior dynamically, enabling deeper, more personalized storytelling experiences. At the core of this innovation is the synergy between AI technologies such as Natural Language Processing (NLP) and machine learning, which empower avatars to comprehend and generate human-like responses, recognize emotions, and react in real time. This transformative approach enhances user engagement by offering interactive narratives that bring the history of ancient Ephesus to life. Beyond technical implementation, effective character design plays a crucial role in audience immersion. Our approach incorporates creation of life-like avatars and storytelling principles, ensuring that avatars possess distinct personalities, motivations, and rich backstories that resonate emotionally with users. Through expressive dialogue, gestures, and nuanced interactions, these AIdriven characters transcend traditional virtual experiences, creating a compelling, memorable journey through the streets of ancient Ephesus. This work demonstrates the potential of AIdriven avatars in digital heritage applications, offering a glimpse into the future of cultural and historical heritage where historical reconstructions become not just visual representations, but living, interactive worlds. © 2025 IEEE.Öğe VIRTUAL PALMYRA: 3D RECONSTRUCTION OF THE LOST REALITY OF THE BRIDE OF THE DESERT(Univ Politecnica Valencia, 2016) Denker, AhmetPalmyra in Syria had been, with its Corinthian colonnades, amphitheater and splendidly built temples to ancient gods, source of inspiration and imagination for Western architecture. Virtual Palmyra project offers a glimpse of the grandeur and beauty of the ruins of Palmyra, none of which any longer remains. 3D models of the most significant structures of Palmyra, including Temple of Bel and Temple of Baalshamin which have been leveled as a result of conflict based vandalism , as well as the colonnaded street and the amphitheater are presented as ghost images through reconstructed 3D models. Focus has been in maintaining the accuracy and validity of the visualized data of the relics and environment of Palmyra, as they were once extant.











