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Permanent URI for this communityhttps://hdl.handle.net/20.500.14288/2
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Publication Metadata only 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; 52621Understanding 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.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 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; 12532The 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.Publication Metadata only Investigating the effects of legacy bias: user elicited gestures from the end users perspective(Assoc Computing Machinery, 2018) N/A; Department of Psychology; N/A; Department of Media and Visual Arts; Beşevli, Ceylan; Erkaya, Merve; Buruk, Oğuz Turan; Özcan, Oğuzhan; Researcher; Undergraduate Student; PhD Student; 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; N/A; N/A; N/A; 12532User elicitation studies are commonly used for designing gestures by putting the users in the designers' seat. One of the most encountered phenomenon during these studies is legacy bias. It refers to users' tendency to transfer gestures from the existing technologies to their designs. The literature presents varying views on the topic; some studies asserted that legacy bias should be diminished, whereas other stated that it should be preserved. Yet, to the best of our knowledge, none of the elicitation studies tested their designs with the end users. In our study, 36 participants compared two gesture sets with and without legacy. Initial findings showed that legacy gesture set had higher scores. However, the interviews uncovered that some non-legacy gestures were also favored due to their practicality and affordances. We contribute to the legacy bias literature by providing new insights from the end users' perspective.Publication Metadata only Labdesignar: configuring multi-camera motion capture systems in augmented reality(Assoc Computing Machinery, 2017) Fjeld, Morten; N/A; Department of Media and Visual Arts; Baytaş, Mehmet Aydın; 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; 52621We present LabDesignAR, an augmented reality application to support the planning, setup, and reconfiguration of marker-based motion capture systems with multiple cameras. LabDesignAR runs on the Microsoft HoloLens and allows the user to place an arbitrary number of virtual "holographic" motion capture cameras into an arbitrary space, in situ. The holographic cameras can be arbitrarily positioned, and different lens configurations can be selected to visualize the resulting fields of view and their intersections. LabDesignAR also demonstrates a hybrid natural gestural interaction technique, implemented through a fusion of the vision-based hand tracking capabilities of an augmented reality headset and instrumented gesture recognition with an electromyography armband. The source code for LabDesignAR and its supporting components can be found online.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 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; 12532We 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.Publication Metadata only Understanding the lonesome tennis players: insights for future wearables(Association for Computing Machinery, 2017) N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Department of Media and Visual Arts; Havlucu, Hayati; Bostan, İdil; Coşkun, Aykut; Özcan, Oğuzhan; PhD Student; Undergraduate 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; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 165306; 12532Wearable smart devices enhance athletes' physical activities by providing physical data on their performances. However, there is a high abandonment rate regarding these devices. This study aims to understand the habits and the wishes of the tennis players in order to create a more prolonged and frequent wearable usage. As a preliminary work, we conducted an online survey on the Turkish Tennis Federation's website with 1567 participants. Later we conducted in-depth interviews with 20 professional and international tennis players to get a better understanding of their wishes. Our initial results suggest that with the increase of tennis playing frequency the wearable usage frequency increases, which has not been indicated by previous studies. However, the most striking outcome of the study is the tennis players' need for feedback regarding mental states, which should be considered for future wearables.Publication Metadata only WEARPG: game design implications for movement-based play in table-top role-playing games with arm-worn devices(Association for Computing Machinery, 2016) N/A; Department of Media and Visual Arts; Buruk, Oğuz Turan; Özcan, Oğuzhan; 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; 12532Combining the physical and the digital is one of the most trending topics in game research in HCI. Augmenting the table-top role-playing games (TTRPG) by adding electronic devices is a growing research area, yet the introduction of new play styles is still open for exploration. We believe that integration of wearable devices and movement-based play, which are also prominent research areas for gaming, hold potential for increasing the TTRPG experience since these are observed to increase the connectedness of players to imaginary world of games by previous studies. However, such augmentation will also bring changes in game design and these changes were not investigated thorougly in previous studies. To understand how game design of such games may change due to the usage of wearables and movement-based play, we conducted a participatory design workshop with (1) 25 participants, (2) designed a new game system according to our findings and (3) evaluated it with iterative tests with 15 participants in TTRPG sessions. Our study resulted in 8 player-centered game design implications for the use of arm-worn devices and movment-based play in narrative based long-term games like TTRPG. The implications present clues about forming the narrative, regulating the rules and the functional use of the device in game mechanics.Publication Metadata only Worldbuilding and mandala as a tool for co-speculating on the healthcare domain in 2050(Assoc Computing Machinery, 2021) Department of Media and Visual Arts; Department of Media and Visual Arts; N/A; N/A; N/A; Yantaç, Asım Evren; Vatansever, Ali; Kayı, İlker; Kuşçu, Kemal; Omaç, Tevfik; Faculty Member; Teaching Faculty; Faculty Member; Other; Undergraduated Student; Department of Media and Visual Arts; College of Social Sciences and Humanities; College of Social Sciences and Humanities; School of Medicine; School of Medicine; School of Medicine; 52621; 121209; 168599; N/A; N/ACovid-19 pandemic that demanded distancing from social life had a drastic impact on our societal systems from economy to education but especially healthcare, which became the center of attention in 2020. While making gaps in the social systems visible, these times have reminded us the significance of exploring possible futures, scenarios and how design methods can help co-speculating on possible futures. With a motivation to co-speculate on possible futures with the healthcare domain experts, discuss how 2020 might effect the world in general and reflect back on the future of the healthcare domain based on these speculations, we have started a series of worldbuilding workshops. Here in this paper, we are sharing the lessons learned through the first three workshops conducted in this long term project, where we worked with 8 domain experts, used design fiction stories and the worldbuilding mandala tool to co-speculate on possible futures of 2030, 2040, and finally 2050. This paper shares insights regarding the methods used and how they helped the co-speculation process, but not the implications regarding healthcare sector.