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Permanent URI for this communityhttps://hdl.handle.net/20.500.14288/2
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Publication Metadata only Isles of emotion: emotionally expressive social virtual spaces for reflection and communication(Association for Computing Machinery, 2021) Department of Media and Visual Arts; N/A; N/A; N/A; Yantaç, Asım Evren; Karaturhan, Pelin; Şemsioğlu, Sinem; Akbaş, Saliha; Faculty Member; PhD Student; PhD Student; PhD Student; Department of Media and Visual Arts; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 52621; N/A; N/A; N/AIt is common not be fully aware of our experience of emotions, and sometimes it is hard to communicate our emotions to others. Using design strategies derived from ambiguity and performativity, we came up with the concept of Isles of Emotion, customizable abstract virtual spaces that represent emotions. Considering remote communication as one of the potential use cases, we assessed this concept as an emotional reflection and communication tool via user studies conducted with 6 pairs of closely related people who have lived apart in the near past. During the studies participants created their own emotion islands using VR tools and visited their own and their pair's islands. We contribute to the existing literature by sharing resulting design insights on emotionally expressive social virtual spaces, commenting on the level of abstraction from and connections to the real-world, sharing and collaboration concerning the islands and their customizability.Publication Metadata only Qualitative dimensions of technology-mediated reflective learning: the case of VR experience of psychosis(Association for Computing Machinery, 2021) Department of Psychology; Department of Psychology; Department of Media and Visual Arts; Department of Media and Visual Arts; Department of Media and Visual Arts; N/A; Department of Media and Visual Arts; N/A; N/A; Eskenazi, Terry; Günay, Aslı; Yantaç, Asım Evren; Vatansever, Ali; Şemsioğlu, Sinem; Gürkan, Onur; Akbaş, Saliha; Kuşçu, Kemal; Faculty Member; Faculty Member; Faculty Member; Faculty Member; Teaching Faculty; PhD Student; Researcher; PhD Student; Other; Department of Psychology; Department of Media and Visual Arts; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; Graduade School of Social Sciences and Humanities; 258780; 222027; 150162; 52621; 121209; N/A; N/A; N/A; N/ASelf-reflection is evaluation of one’s inferential processes often triggered by complex social and emotional experiences, characterized by their ambiguity and unpredictability, pushing one to re-interpret the experience, and update existing knowledge. Using immersive Virtual Reality (VR), we aimed to support social and emotional learning (SEL) through reflection in psychology education. We used the case of psychosis as it involves ambiguous perceptual experiences. With a codesign workshop, we designed a VR prototype that simulates the perceptual, cognitive, affective, and social elements of psychotic experiences, followed by a user-study with psychology students to evaluate the potential of this technology to support reflection. Our analyses suggested that technology-mediated reflection in SEL involves two dimensions: spontaneous perspective-taking and shared state of affect. By exploring the subjective qualities of reflection with the said dimensions, our work contributes to the literature on technology-supported learning and VR developers designing for reflection.