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Permanent URI for this collectionhttps://hdl.handle.net/20.500.14288/3

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    Perception of delay in computer input devices establishing a baseline for signal processing of motion sensor systems
    (Springer International Publishing Ag, 2016) Du, Jiaying; Kade, Daniel; Gerdtman, Christer; Lindell, Rikard; Linden, Maria; Department of Media and Visual Arts; Özcan, Oğuzhan; Faculty Member; Department of Media and Visual Arts; Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); College of Social Sciences and Humanities; 12532
    New computer input devices in healthcare applications using small embedded sensors need firmware filters to run smoothly and to provide a better user experience. Therefore, it has to be investigated how much delay can be tolerated for signal processing before the users perceive a delay when using a computer input device. This paper is aimed to find out a threshold of unperceived delay by performing user tests with 25 participants. A communication retarder was used to create delays from 0 to 100 ms between a receiving computer and three different USB-connected computer input devices. A wired mouse, a wifi mouse and a head-mounted mouse were used as input devices. The results of the user tests show that delays up to 50 ms could be tolerated and are not perceived as delay, or depending on the used device still perceived as acceptable.
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    What is happening in the city? A case study for user-centred geovisualisation design
    (Taylor & Francis Ltd, 2019) Nagel, Till; N/A; Department of Media and Visual Arts; Çay, Damla; Yantaç, Asım Evren; PhD Student; Faculty Member; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 52621
    For citizens, being aware of what is happening in their urban surroundings becomes challenging as more information from diverse sources becomes available. In this paper, we describe our user-centered approach of designing an interactive tool making use of urban data visualisations to facilitate people's decisions about social and cultural events. After gathering the needs of urban actors through formative user studies, we identified beneficial data types and collected a variety of data sets from publicly accessible online sources. For the aim of enabling casual exploration of events in the city, we designed a set of geovisualisation prototypes and designed a variety of evaluative user studies based on established geovisualisation techniques. The main aim here is to enable casual exploration of events in the city more than the intended search for specific events. We developed two prototypes that make use of two different geo-visualisations to represent events: Prototype A uses common location markers, and prototype B uses a novel glyph design to visualize more types of data at a glance. We share the lessons learned from the results of our study, which will inform the design of geographical data visualisations for citizens.
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    Head-mounted mixed reality projection display for games production and entertainment
    (Springer London Ltd, 2015) Kade, Daniel; N/A; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; Akşit, Kaan; Ürey, Hakan; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Sciences and Engineering; College of Engineering; College of Social Sciences and Humanities; N/A; 8579; 12532
    This research presents a mixed reality (MR) application that is designed to be usable during a motion capture shoot and supports actors with their task to perform. Through our application, we allow seeing and exploring a digital environment without occluding an actor's field of vision. A prototype was built by combining a retroreflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The presented system was demonstrated in an initially published paper. Here, we extend these research results with our advances and discuss the potential use of our prototype in gaming and entertainment applications. To explore this potential use case, we built a gaming application using our MR prototype and tested it with 45 participants. In these tests, we use head movements as rather unconventional game controls. According to the performed user tests and their feedback, our prototype shows a potential to be used for gaming applications as well. Therefore, our MR prototype could become of special interest because the prototype is lightweight, allows for freedom of movement and is a low-cost, stand-alone mobile system. Moreover, the prototype also allows for 3D vision by mounting additional hardware.
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    Specifying relevant textural properties for unobtrusive feedback on sports performance
    (Assoc Computing Machinery, 2019) N/A; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Havlucu, Hayati; Coşkun, Aykut; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; Department of Media and Visual Arts; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 165306; 12532
    Textural changes can be promising to give feedback on sportspeople's performance who needs less attention demanding modalities. However, previous research does not address which textural property's change would be more appropriate to give information in specific contexts, i.e. sports performance feedback. We focus on sport towels as a case to understand how to give feedback on sports performance through changes in textural properties. We address the gap by conducting experiments with 32 sportspeople to investigate (1) the textural properties (i.e. roughness) that can be perceived by sportspeople through a towel and (2) that can convey information on sportspeople's performance (i.e. smooth texture - good performance). The results indicate that hardness and bendability are appropriate to convey information about sportspeople's performance. To the best of our knowledge, this result is the first to explore that a change in the state of a textural property is able to give a specific feedback.
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    Viewfinder: supporting the installation and reconfiguration of multi-camera motion capture systems with a mobile application
    (Assoc Computing Machinery, 2017) Batis, Emmanuel; Bylund, Mathias; Fjeld, Morten; N/A; N/A; Department of Media and Visual Arts; Baytaş, Mehmet Aydın; Çay, Damla; Yantaç, Asım Evren; PhD Student; PhD Student; Faculty Member; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 52621
    We present ViewFinder, a cross-platform mobile application to support the installation and reconfiguration of marker-based motion capture systems with multiple cameras. ViewFinder addresses a common issue when installing or reconfiguring motion capture systems: that system components such as cameras and the host computer can be physically separate and/or difficult to reach, requiring personnel to maneuver between them frequently and laboriously. ViewFinder allows setup technicians or end users to visualize the output of each camera in the system in a variety of ways in real time, on a smartphone or tablet, while also providing a means to make adjustments to system parameters such as exposure or marker thresholds on the fly. The app has been designed and evaluated through a process observing user-centered design principles, and effectively reduces the amount of work involved in installing and reconfiguring motion capture systems.