Research Outputs

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Now showing 1 - 10 of 13
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    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; Genç, Hüseyin Uğur; Coşkun, Aykut; Gökşen, Fatoş; PhD Student; Faculty Member; Faculty Member; Department of Media and Visual Arts; Department of Sociology; 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; 51292
    Excessive 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.
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    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; 240920
    This 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.
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    Co-exploring the design space of emotional AR visualizations
    (Springer international Publishing ag, 2021) N/A; Department of Media and Visual Arts; Şemsioğlu, Sinem; 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); Koç Üniversitesi KARMA Gerçeklik Teknolojileri Eğitim, Uygulama ve Yayma Merkezi (KARMA) / Koç University KARMA Mixed Reality Technologies Training, Implementation and Dissemination Centre (KARMA); N/A; College of Social Sciences and Humanities; N/A; 52621
    Designing for emotional expression has become a popular topic of study in HCI due to advances in affective computing technologies. With increasing use of video-conferencing and video use in social media for different needs such as leisure, work, social communication, video filters, AR effects and holograms are also getting popular. in this paper, we suggest a framework for emotion visualization for natural user interface technologies such as augmented or Mixed Reality. the framework has been developed based on our analysis of visualizations formed during a series of emotion visualization workshops.
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    ColVis: collaborative visualization design workshops for diverse user groups
    (Ieee, 2020) 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
    Understanding different types of users' needs can even be more critical in today's data visualization field, as exploratory visualizations for novice users are becoming more widespread with an increasing amount of data sources. The complexity of data-driven projects requires input from including interdisciplinary expert and novice users. Our workshop framework helps taking design decisions collaboratively with experts and novice users, on different levels such as outlining users and goals, identifying tasks, structuring data, and creating data visualization ideas. We conducted workshops for two different data visualization projects. For each project, we conducted a workshop with project stakeholders who are domain experts, then a second workshop with novice users. We collected feedback from participants and used critical reflection on the process. Later on, we created recommendations on how this workshop structure can be used by others. Our main contributions are, (1) the workshop framework for designing data visualizations, (2) describing the outcomes and lessons learned from multiple workshops.
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    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; 165306
    As 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.
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    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; 12532
    Motion 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.
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    Exploring diminished reality (DR) spaces to augment the attention of individuals with autism
    (Ieee, 2015) Fjeld, Morten; Kunz, Andreas; Department of Media and Visual Arts; N/A; Yantaç, Asım Evren; Gatos, Doğa Çorlu; Faculty Member; PhD Student; Department of Media and Visual Arts; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 52621; N/A
    The emerging paradigm of attentive user interfaces (AUI) focuses on solutions for optimizing human-computer interaction to meet users' needs while also regulating human-human communication by orienting attention or filtering communication. Using a similar approach, we believe that AUIs may benefit attention disorder challenges of individuals with autism spectrum disorder (ASD), who are adversely affected by continuously changing surroundings or distracting visual incidents even when no technologies are involved. With this perspective, we carried out eight participative design workshops with interaction designers and ASD domain experts aiming to explore possible AUI solutions for ASD individuals. Interestingly, these studies yielded a novel AUI concept consisting of a mirror-like wall interface filtering out irrelevant visual information from real-time capture of a space. This paper presents some future applications of DR and discusses related human factors. A contribution of this paper is early insights from the set of eight workshops.
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    Head mounted projection display and visual attention: visual attentional processing of head referenced static and dynamic displays while in motion and standing
    (Association for Computing Machinery (ACM), 2016) Soomro, Shoaib; Duyan, Yalçın; Olcer, Selim; Balcı, Fuat; Urey, Hakan; N/A; Department of Media and Visual Arts; Genç, Çağlar; Özcan, Oğuzhan; PhD Student; Faculty Member; Department of Media and Visual Arts; N/A; 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; 12532
    The Head Mounted Projection Display (HMPD) is a growing interest area in HCI. Although various aspects of HMPDs have been investigated, there is not enough information regarding the effect of HMPDs (i.e., head referenced static and dynamic displays while a user is in motion and standing) on visual attentional performance. For this purpose, we conducted a user study (N=18) with three experimental conditions (control, standing, walking) and two visual perceptual tasks (with dynamic and static displays). Significant differences between conditions were only found for the task with dynamic display; accuracy was lower in walking condition compared to the other two conditions. Our work contributes an empirical investigation of the effect of HMPDs on visual attentional performance by providing data-driven benchmarks for developing graphical user interface design guidelines for HMPDs.
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    Robo2Box: a toolkit to elicit children's design requirements for classroom robots
    (Springer-Verlag Berlin, 2016) Barendregt, Wolmet; Department of Mechanical Engineering; Department of Media and Visual Arts; N/A; Department of Psychology; Obaid, Mohammad; Yantaç, Asım Evren; Kırlangıç, Güncel; Göksun, Tilbe; Undergraduate Student; Faculty Member; Master Student; Faculty Member; Department of Mechanical Engineering; Department of Media and Visual Arts; Department of Psychology; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); College of Engineering; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 52621; N/A; 47278
    We describe the development and first evaluation of a robot design toolkit (Robo2Box) aimed at involving children in the design of classroom robots. We first describe the origins of the Robo2Box elements based on previous research with children and interaction designers drawing their preferred classroom robots. Then we describe a study in which 31 children created their own classroom robot using the toolkit. We present children’s preferences based on their use of the different elements of the toolkit, compare their designs with the drawings presented in previous research, and suggest changes for improvement of the toolkit.
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    Sensation: Measuring the effects of a human-to-human social touch based controller on the player experience
    (Assoc Computing Machinery, 2016) N/A; Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; Department of Mechanical Engineering; Department of Computer Engineering; Department of Psychology; N/A; Department of Psychology; Department of Media and Visual Arts; Canat, Mert; Tezcan, Mustafa Ozan; Yurdakul, Celalettin; Tiza, Eran; Sefercik, Buğra Can; Bostan, İdil; Buruk, Oğuz Turan; Göksun, Tilbe; Özcan, Oğuzhan; Undergraduate Student; Undergraduate Student; Undergraduate Student; Undergraduate Student; Undergraduate Student; Undergraduate Student; PhD Student; Faculty Member; Faculty Member; Department of Electrical and Electronics Engineering; Department of Mechanical Engineering; Department of Computer Engineering; 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); College of Engineering; College of Engineering; College of Engineering; College of Engineering; College of Engineering; 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; N/A; N/A; N/A; N/A; 47278; 12532
    We observe an increasing interest on usage of full-body interaction in games. However, human-to-human social touch interaction has not been implemented as a sophisticated gaming apparatus. To address this, we designed the Sensation, a device for detecting touch patterns between players, and introduce the game, Shape Destroy, which is a collaborative game designed to be played with social touch. To understand if usage of social touch has a meaningful contribution to the overall player experience in collaborative games we conducted a user study with 30 participants. Participants played the same game using i) the Sensation and ii) a gamepad, and completed a set of questionnaires aimed at measuring the immersion levels. As a result, the collected data and our observations indicated an increase in general, shared, ludic and affective involvement with significant differences. Thus, human-to-human touch can be considered a promising control method for collaborative physical games.