Publications without Fulltext
Permanent URI for this collectionhttps://hdl.handle.net/20.500.14288/3
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Publication Metadata only Eliciting parents' insights into products for supporting and tracking children's fine motor development(Assoc Computing Machinery, 2022) Department of Psychology;Department of Media and Visual Arts; Gürbüzsel, İpek; Göksun, Tilbe; Coşkun, Aykut; 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 HumanitiesEarly development of fine motor skills is a critical milestone for children, which also helps the formation and maturation of other developmental areas like language development. While toys and daily artefacts could support children's fine motor skills, parents play a profound role in monitoring their developmental progress. Although there are several products to support fine motor development and help parents monitor their children's progress, the literature lacks a source that might inform the design of such products. As the first step of a bigger research project, we conducted semi-structured interviews with 13 parents to gather their insights into and expectations of such supportive products. We designed a sensor-embedded toy concept, ANIMO, aimed at supporting the fine motor development of 7 to 24-month-old children and assisting parents in tracking their children's developmental progress via a mobile app. We showed this concept to parents during interviews to facilitate the insight elicitation process. We present ANIMO, three themes summarizing parents' insights and expectations into products supporting fine motor development along with implications for their design.Publication Metadata only Designing physical objects for young children's magnitude understanding: a TUI research through design journey(Assoc Computing Machinery, 2022) Department of Psychology;Department of Media and Visual Arts; Beşevli, Ceylan; Göksun, Tilbe; Özcan, Oğuzhan; 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 HumanitiesMagnitude understanding, an understudied topic in Child-Computer Interaction, entails making nonsymbolic ' moreless' comparisons that influence young children's later math and academic achievements. To support this ability, designing tangible user interfaces ( TUIs) demands considering many facets, ranging from elements within the physical world to the digital design components. This multifaceted activity brings many design decisions often not reflected in research. Therefore, we present this reflection via our research through design process in developing a vital design element, the physical form. We share our (i) physical object design criteria elicitation for magnitude understanding, (ii) hands- on making process, and (iii) preliminary studies with children engaging with objects. With our insights obtained through these steps, we project how this physical object-initiated research inspires the TUI in the upcoming steps and present design takeaways for CCI researchers.Publication Metadata only Universal portfolios via context trees(IEEE, 2008) Singer, Andrew C.; Bean, Andrew J.; Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; Kozat, Süleyman Serdar; Faculty Member; College of Engineering; 177972In this paper, we consider the sequential portfolio investment problem considered by Cover [3] and extend the results of [3] to the class of piecewise constant rebalanced portfolios that are tuned to the underlying sequence of price relatives. Here, the piecewise constant models are used to partition the space of past price relative vectors where we assign a different constant rebalanced portfolio to each region independently. We then extend these results where we compete against a doubly exponential number of piecewise constant portfolios that are represented by a context tree. We use the context tree to achieve the wealth of a portfolio selection algorithm that can choose both its partitioning of the space of the past price relatives and its constant rebalanced portfolio within each region of the partition, based on observing the entire sequence of price relatives in advance, uniformly, for every bounded deterministic sequence of price relative vectors. This performance is achieved with a portfolio algorithm whose complexity is only linear in the depth of the context tree per investment period. We demonstrate that the resulting portfolio algorithm achieves significant gains on historical stock pairs over the algorithm of [3] and the best constant rebalanced portfolio.Publication Metadata only Audio-driven human body motion analysis and synthesis(IEEE, 2008) Canton-Ferrer, C.; Tilmanne, J.; Bozkurt, E.; N/A; N/A; Department of Computer Engineering; Department of Computer Engineering; Department of Electrical and Electronics Engineering; Department of Computer Engineering; Department of Electrical and Electronics Engineering; Ofli, Ferda; Demir, Yasemin; Yemez, Yücel; Erzin, Engin; Tekalp, Ahmet Murat; PhD Student; Master Student; Faculty Member; Faculty Member; Faculty Member; Graduate School of Sciences and Engineering; Graduate School of Sciences and Engineering; College of Engineering; College of Engineering; College of Engineering; N/A; N/A; 107907; 34503; 26207This paper presents a framework for audio-driven human body motion analysis and synthesis. We address the problem in the context of a dance performance, where gestures and movements of the dancer are mainly driven by a musical piece and characterized by the repetition of a set of dance figures. The system is trained in a supervised manner using the multiview video recordings of the dancer. The human body posture is extracted from multiview video information without any human intervention using a novel marker-based algorithm based on annealing particle filtering. Audio is analyzed to extract beat and tempo information. The joint analysis of audio and motion features provides a correlation model that is then used to animate a dancing avatar when driven with any musical piece of the same genre. Results are provided showing the effectiveness of the proposed algorithm.Publication Metadata only Are we 'really' connected? understanding smartphone use during social interaction in public(assoc Computing Machinery, 2018) N/A; Department of Media and Visual Arts; Department of Sociology; Department of Media and Visual Arts; Department of Sociology; Genç, Hüseyin Uğur; Coşkun, Aykut; Gökşen, Fatoş; PhD Student; Faculty Member; Faculty Member; 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; 51292Excessive smartphone use has negative effects on our social relations. Previous work addressed this problem by allowing users to restrict their smartphone use. However, As this strategy requires users to have high levels of self-regulation, it may not be effective for individuals without an explicit intention to change their behavior. We propose an alternative approach to this problem, i.e. identifying ways of reducing smartphone use without restricting its use. We illustrated this approach with a study examining smartphone use during social interaction in public settings. Based on four unstructured observations in different coffeehouses and three exploratory focus groups with different age groups, we identified two themes in relation to smartphone use in public settings and discussed their implications for designing solutions that aim to enrich social interaction without limiting smartphone use.Publication Metadata only Droeye: introducing a social eye prototype for drones(Association for Computing Machinery (ACM), 2020) Obaid, Mohammad; Mubin, Omar; Brown, Scott Andrew; Otsuki, Mai; Kuzuoka, Hideaki; Department of Media and Visual Arts; Department of Media and Visual Arts; Yantaç, Asım Evren; Faculty Member; College of Social Sciences and Humanities; 52621A drone agent can benefit from exhibiting social cues, as introducing behavioral cues in robotic agents can enhance interaction trust and comfort with users. In this work, we introduce the development and setup of a responsive eye prototype (DroEye) mounted on a drone to demonstrate prominent social cues in Human-Drone Interaction. We describe possible attributes associated with the DroEye prototype and our future research directions to enhance the overall experience with social drones in our environment.Publication Metadata only Augmented tabletop games workshop(Association for Computing Machinery (ACM), 2017) Toups, Zachary O.; LaLone, Nicolas; Tanenbaum, Joshua; Trammell, Aaron; Hammer, Jessica; Depping, Ansgar; N/A; Buruk, Oğuz Turan; PhD Student; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; N/AThis workshop gathers researchers and practitioners interested in augmented tabletop games: physical games that include digital augmentation. Participants will compile ways of knowing for this unique research space and share their methods of research, demonstrating, where possible, through a research gaming and prototyping session. Post-workshop, we will assemble an online compendium for findings, which will include video sketches recorded during the workshop and an annotated bibliography.Publication Metadata only The future of books and reading in HCI(Association for Computing Machinery (ACM), 2016) Wozniak, Pawel W.; Lischke, Lars; Billinghurst, Mark; Department of Mechanical Engineering; Department of Media and Visual Arts; Department of Mechanical Engineering; Department of Media and Visual Arts; Obaid, Mohammad; Alaca, Ilgım Veryeri; Undergraduate Student; Faculty Member; College of Engineering; College of Social Sciences and Humanities; N/A; 50569Technology is fundamentally changing the reading experience and book design. While the invention of industry-scale printing transformed books into a mass product, interactive technology enables new types of engagement during reading. Books can have multifarious form factors; their visual representation can change in accordance to the environment and user needs. The aim of the workshop is to discuss emerging interactive book-related technologies (e.g. Augmented Reality or Tangible Interfaces) and elaborate on methodologies that can be used to evaluate content and the interplay between form and content. The workshop will investigate how novel technologies can inspire, support and enrich the reading experience.Publication Metadata only Designing for social interaction in the age of excessive smartphone use(Assoc Computing Machinery, 2020) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Genç, Hüseyin Uğur; Coşkun, Aykut; PhD Student; Faculty Member; 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; 165306Excessive smartphone use has negative effects on our social relations as well as on our mental and psychological health. Most of the previous work to avoid these negative effects is based on a top-down approach such as restricting or limiting users' use of smartphones. Diverging from previous work, we followed a bottom-up approach to understand the practice of smartphone use in public settings from the users' perspective. We conducted observations in four coffeehouses, six focus group sessions with 46 participants and three design workshops with 15 designers. We identified five themes that help better understand smartphone use behavior in public settings and four alternative design approaches to mediate this behavior, namely enlighteners, preventers, supporters, and compliers. We discuss the implications of these themes and approaches for designing future interactive technologies aimed at mediating excessive smartphone use behavior.Publication Metadata only Mediated reality mirror: towards a study with autistic users(Assoc Computing Machinery, 2016) Fjeld, Morten; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Department of Media and Visual Arts; Gatos, Doğa Çorlu; Özdeşlik, Beste; Yantaç, Asım Evren; PhD Student; Undergraduate Student; Faculty Member; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 52621Open offices, despite their tangible advantages, are challenging for autistic individuals due to continuous visual and social interruptions. In order to filter out these distractions and enhance autistics' attention and communication with their coworkers, here we introduce the mediated reality mirror (MRM) concept deriving from the inspiring developments in diminished and augmented reality. We conducted two bodystorming workshops and interviews with 14 non-autistic participants in order to inform the design process of MRM and our future studies with autistics which is a one shot opportunity. In this paper we present the outcomes of the workshops and the interviews as well as their contributions to our future studies with autistic users of MRM.