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Permanent URI for this communityhttps://hdl.handle.net/20.500.14288/2
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Publication Metadata only Acting 2.0: when entertainment technology helps actors to perform(Assoc Computing Machinery, 2015) 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 shoots involve a wide range of technology and entertainment production systems such as motion capture cameras, tracking software and digital environments to create entertainment applications. However, acting in this high-tech environment is still traditional and brings its own challenges to the actors. Good acting and imagination skills are highly needed for many motion capture shoots to deliver satisfying results. In our research, we are exploring how to support the actors and use a head-mounted projection display to create a mixed reality application helping actors to perform during motion capture shoots. This paper presents the latest enhancements of our head-mounted projection display application and discusses the use of this technology for motion capture acting as well as the potential use for entertainment purposes.Publication Metadata only Emotionally mediated spatial experience with AR(assoc Computing Machinery, 2017) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Şemsioğlu, Sinem; Gökçe, Yağmur; Yantaç, Asım Evren; PhD Student; N/A; Faculty Member; Department of Media and Visual Arts; N/A; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 52621This paper speculates and explores how emotional awareness and communication can be enhanced with the mediation of spatial experience. Based on two exploratory user studies, we designed and prototyped a conceptual system that mediates the spatial attributes of the surroundings according to user's choices and their emotional state. We then conducted user studies with the prototype. We contribute to existing literature by sharing our insights into potential use cases and implications of an emotionally responsive space.Publication Metadata only 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/AThe 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.Publication Metadata only Exploring projection based mixed reality with tangibles for nonsymbolic preschool math education(Assoc Computing Machinery, 2019) N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Salman, Elif; Beşevli, Ceylan; Göksun, Tilbe; Özcan, Oğuzhan; Ürey, Hakan; Master Student; Researcher; Faculty Member; Faculty Member; Faculty Member; Department of Psychology; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Graduate School of Sciences and Engineering; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Engineering; N/A; N/A; 47278; 12532; 8579A child's early math development can stem from interactions with the physical world. Accordingly, current tangible interaction studies focus on preschool children's formal (symbolic) mathematics, i.e. number knowledge. However, recent developmental studies stress the importance of nonsymbolic number representation in math learning, i.e. understanding quantity relations without counting(more/less). To our knowledge, there are no tangible systems based on this math concept. We developed an initial tangible based mixed-reality(MR) setup with a small tabletop projector and depth camera. Our goal was observing children's interaction with the setup to guide our further design process towards developing nonsymbolic math trainings. In this paper we present our observations from sessions with four 3-to-5 year old children and discuss their meaning for future work. Initial clues show that our MR setup leads to exploratory and mindful interactions, which might be generalizable to other tangible MR systems for child education and could inspire interaction design studies.Publication Metadata only Supporting motion capture acting through a mixed reality application(IGI Global, 2017) 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; 12532Current and future animations seek for more human-like motions to create believable animations for computer games, animated movies and commercial spots. A technology widely used technology is motion capture to capture actors' movements which enrich digital avatars motions and emotions. However, a motion capture environment poses challenges to actors such as short preparation times and the need to highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital environments while performing and being able to see the real and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result, the actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.Publication Metadata only Wwall: a public water dispenser system to motivate regular water intake in the office environment(Assoc Computing Machinery, 2019) N/A; Department of Media and Visual Arts; Yıldız, Mert; Coşkun, Aykut; 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; 165306Water is an essential nutritional source. Its deficiency negatively influences our mental and physical health. Despite this, people may forget drinking enough water due to the everyday rush in places like office environments. Previously, HCI researchers addressed this problem via developing interactive technologies aimed at motivating regular water intake. However, these technologies heavily rely on giving individual feedback on water intake and self-monitoring as a behavior change strategy. We expanded this existing design space with a new concept: Wwall, a smart water dispenser system which differs from previous examples as it 1) gives collective feedback along with individual feedback via an ambient display, and 2) uses cooperation to motivate regular water intake. In this WIP, we present our design and prototyping process as well as directions for future work.