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Publication Metadata only Assistive technologies and inclusion for older people introduction to the special thematic session(Springer International Publishing Ag, 2022) Panek, Paul; Haslwanter, Jean D. Hallewell; Department of Media and Visual Arts; Subaşı, Özge; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 240920This special thematic session aims to continue the discussions around Active Assisted Living (AAL) by looking into how AAL systems and technologies are related to older people's lives. Almost all countries are challenged by the aging demographics and issues that people face in the course of aging. A great diversity of technologies have been developed and implemented. However, there are many challenges involved in developing and deploying systems that truly fit the needs and wishes of older people. The papers included in this session look at various topics, including ageism, addressing privacy with sensors, and evaluations of systems.Publication Metadata only Defining gestural interactions for large vertical touch displays(2017) Andersson, Robin; Berglund, Jonas; Fjeld, Morten; Obaid, Mohammad; Department of Media and Visual Arts; Coşkun, Aykut; 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); College of Social Sciences and Humanities; 165306As new technologies emerge, so do new ways of interacting with the digital domain. In this paper, the touch interaction paradigm is challenged for use on large touch displays of 65 in. in size. We present a gesture elicitation study with 26 participants carried out on twelve actions commonly used on touch displays. The results and analysis of 312 touch gestures revealed agreement rates for each action. We report several findings including the results of a set of ten unique (and a few secondary) gestures, a taxonomy classifying the defined gestures, a pilot study on the defined gestures, and explicit design implications. We discuss the results and include several important factors for future considerations. We aim at helping future designers and engineers to design interactions for large touch displays.Publication Metadata only Evaluation of a mixed reality head-mounted projection display to support motion capture acting(Springer, 2018) Kade, Daniel; Lindell, Rikard; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; Ürey, Hakan; Özcan, Oğuzhan; Faculty Member; Faculty Member; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; College of Engineering; College of Social Sciences and Humanities; 8579; 12532Motion capture acting is a challenging task, it requires trained and experienced actors who can highly rely on their acting and imagination skills to deliver believable performances. This is especially the case when preparation times are short and scenery needs to be imagined, as it is commonly the case for shoots in the gaming industry. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our hypothesis that a mixed reality head-mounted projection display can support motion capture acting through the help of experienced motion capture actors performing short acting scenes common for game productions. We evaluated our prototype with four motion capture actors and four motion capture experts. Both groups considered our application as helpful, especially as a rehearsal tool to prepare performances before capturing the motions in a studio. Actors and experts indicated that our application could reduce the time to prepare performances and supports the set up of physical acting scenery.Publication Metadata only Fabricating "cool" heritage for Northern Ireland: Game of Thrones tourism(Wiley, 2020) Baschiera, Stefano; Department of Media and Visual Arts; Rappas, İpek Azime Çelik; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 183702N/APublication Metadata only Future perspectives for aging well: AAL tools, products, services introduction to the special thematic session(Springer International Publishing Ag, 2018) Haslwanter, Jean D. Hallewell; Garschall, Markus; Neureiter, Katja; Panek, Paul; Department of Media and Visual Arts; Subaşı, Özge; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 240920This Special Thematic Session (STS) was intended to provide a forum to discuss some major issues related to Ambient Assisted Living (AAL) services and technologies to support aging in place. The papers in the session are introduced here. These cover a broad range of topics including the development of new solutions, existing solutions and their evaluation and also issues and preferences related to specific systems. The technologies described are very diverse and include communication systems, entertainment platforms, telecare systems, wearable technologies and assistive robots. Together these contributions can support others developing these types of systems in the future. In the end, we hope this can benefit the growing number of older people by supporting safety and independence, and thus help people to age with more dignity and enjoyment.Publication Metadata only Glamor above, precarity below: immaterial labor in the video game industry(Routledge Journals, Taylor and Francis Ltd, 2015) Department of Media and Visual Arts; Bulut, Ergin; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 219279This article foregrounds the concept of immaterial labor to theorize the tension between the precarity of below the line workers and the glamor of above the line workers in the video game industry. I argue that even the most seemingly secure sections of the gaming workforce have a tendency to drift toward the economic precarity most acutely felt across below the line workers. In other words, we, as researchers, may need to question the presumed hard break between the above and below the line work experiences of employees in the game industry in light of the increase in processes of deskilling, outsourcing, and financialization. Moreover, I assert that workers, like game testers, are attracted to below the line positions as through-ports to the glamorous core sections of game labor: design, art, and programming. As such, they are interpellated to the ideology of creativity and practices of hope labor. The theoretical insights developed in the article draw on 2.5-year ethnographic work in a medium-sized game studio in the US, during which above and below the line digital laborers, and their spouses, were interviewed alongside participatory observation.Publication Metadata only It made more sense: comparison of user-elicited on-skin touch and freehand gesture sets(Springer International Publishing Ag, 2017) Ergin, Mehmet Yarkın; N/A; Department of Psychology; N/A; Department of Psychology; Department of Media and Visual Arts; Havlucu, Hayati; Bostan, İdil; Buruk, Oğuz Turan; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; PhD Student; Faculty Member; Faculty Member; Department of Psychology; 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; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; N/A; 47278; 12532Research on gestural control interfaces is getting more widespread for the purpose of creating natural interfaces. Two of these popular gesture types are freehand and on-skin touch gestures, because they eliminate the use of an intermediary device. Previous studies investigated these modalities separately with user-elicitation methods; however, there is a gap in the field considering their comparison. In this study, we compare user-elicited on-skin touch and freehand gesture sets to explore users' preferences. Thus, we conducted an experiment in which we compare 13 gestures to control computer tasks for each set. Eighteen young adults participated in our study and filled our survey consisted of NASA Task Load Index and 4 additional items of social acceptability, learnability, memorability, and the goodness. The results show that on-skin touch gestures were less physically demanding and more socially acceptable compared to freehand gestures. on the other hand, freehand gestures were more intuitive than on-skin touch gestures. Overall, our results suggest that different gesture types could be useful in different scenarios. Our contribution to the field might inspire designers and developers to make better judgments for designing new gestural interfaces for a variety of devices.Publication Metadata only Learning from the users for spatio-temporal data visualization explorations on social events(Springer Int Publishing Ag, 2016) 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; 52621The amount of volunteered geographic information is on the rise through geo-tagged data on social media. While this growth opens new paths for designers and developers to form new geographical visualizations and interactive geographic tools, it also engenders new design and visualization problems. We now can turn any kind of data into daily useful information to be used during our daily lives. This paper is about exploration of novel visualization methods for spatio-temporal data related to what is happening in the city, planned or unplanned. We, hereby evaluate design students' works on visualizing social events in the city and share the results as design implications. Yet we contribute by presenting intuitive visualization ideas for social events, for the use of interactive media designers and developers who are developing map based interactive tools.Publication Metadata only Refugees as innocent bodies, directors as political activists: humanitarianism and compassion in European cinema(Consejo Nacl Investigaciones Cientificas & Tecnicas, Centro Est Avancado, 2017) N/A; Department of Media and Visual Arts; Rappas, İpek Azime Çelik; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 183702This article explores the ways in which refugees and humanitarianism appear in European film productions. It argues that European films often present images of innocent and victimized refugees in order to raise compassion of their liberal spectators. In the meanwhile their directors are praised for their humanitarian activism as they are considered to save refugees and their suffering from anonymity and placing their stories and humanity on the screen. Examining a number of European productions of the 2000s (Children of Men, Dheepan, In This World, Terraferma, and Welcome) this study suggests that politics of humanitarianism and of filmmaking on refugees share a similar problematic approach: in order to prove refugee eligibility for asylum and to raise compassion, they seek to establish the precarity and innocence of refugees, especially through showing their bodily pain.Publication Metadata only The cruel optimism of casual games: neocolonialism, neoliberalism, and the valorization of play(Routledge Journals, Taylor & Francis Ltd, 2019) Mejia, Robert; Department of Media and Visual Arts; Bulut, Ergin; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 219279Casual games disrupted the games industry, but not in ways commonly believed. What if we left behind the hardcore vs. casual games dichotomy to reveal that casual gameplay and casual game development have extended the neoliberal and neocolonial logic of the industry? Casual games, in terms of design and industry practices, remind us that there is nothing inherently liberating about play. Rather, the design and development practices of casual games should be understood as an extension and acceleration of neoliberal and neocolonial logics. Casual gameplay and casual game development pull us within processes of cruel optimism. These deeply political economic processes endanger free play and creativity and therefore are obstacles to the flourishing of gamers and game developers as free subjects. In this neoliberal and neocolonial game market, cruel optimism is enticing because casual gameplay and game development emerge as powerful actors and practices in a context where the state has globally failed in the distribution of hope.