Savaş Öztürk

Dr. Savaş Öztürk

orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2016 in Robotics and Autonomous Systems
Verified
Journal Article
Closed access
SÖSavaş Öztürk
Savaş Öztürk
AKAhmet Emin Kuzucuoğlu
Ahmet Emin Kuzucuoğlu

9 April 2014 in Journal of Intelligent Manufacturing
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Journal Article
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SÖSavaş Öztürk
Savaş Öztürk
AKAhmet Emin Kuzucuoglu
Ahmet Emin Kuzucuoglu

21 September 2004
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Conference Paper
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MSMehmet Sezgin
Mehmet Sezgin
Fatih KurugolluFatih Kurugollu
Fatih Kurugollu
ITIsa Tasdelen
Isa Tasdelen
SÖSavaş Öztürk
Savaş Öztürk
In this work the detection process of buried objects is presented utilizing Ground Penetrating Radar (GPR). Background removal algorithm is used to obtain the target signature and correlation process is performed to reveal the reflected target energy Then, a detection warning signal is created depending on a special process. In this work, pulsed GPR system with 1 GHz bandwith is used. Scanning speed is 0.33cm/sec in the sweeping direction and this process is repeated in the walking direction with 4 cm spatial resolution.

6 May 2025 in Multimedia Tools and Applications
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Journal Article
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SÖSavaş Öztürk
Savaş Öztürk
Game engines have become an important type of software that is widely used not only in the game industry but also in engineering and design. Selecting an appropriate engine is an important research topic for developers. This study investigates the effects of software quality of game engines on engine performance and engine selection. Static code analysis can objectively evaluate the reliability and maintainability of software. In this study, the maintainability of open-source game engines is analyzed by static code analysis, the source code of game engines was analyzed with a fuzzy logic-based model that assesses maintainability using software metrics measurements, revealing that most scored poorly, with Godot Engine classified as “poorly maintainable”. The findings of the analysis show that game engines have serious quality issues. The relationship between code quality and popularity of game engines was also analyzed and it was found that the number of games developed and the popularity of these games are inversely proportional to the quality of the game engine. Therefore, refactoring and regular analysis of code quality has been proposed to maintain the popularity of ambitious game engines like Godot and O3DE. In the current era of increasing code-free and model-based game development, this study concludes that traditional code quality assessment methods alone are not a suitable solution for evaluating the quality of game software.


30 June 2023 in Mugla Journal of Science and Technology
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Journal Article
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SÖSavaş Öztürk
Savaş Öztürk
Face validation is an informal type of validation, usually applied in the early stages of a simulation project or model development process. Face validation is used to determine the reasonableness of a model or simulation when advanced validation methods such as statistical analysis or sensitivity analysis are not applicable. In large-scale simulation projects such as warfare simulation applications, which consist of a large number and variety of models that cannot be evaluated independently and contain high levels of uncertainty, face validation should be utilized, but no standard method for face validation can be proposed. In this paper, we review the literature and practical applications of face validation. We propose a process to improve the effectiveness of face validation. The proposed process is expected to help to realize a measurable, concrete and practical face validation, especially in large-scale projects involving high-fidelity complex models and constructive simulations.