Research Outputs
Permanent URI for this communityhttps://hdl.handle.net/20.500.14288/2
Browse
3 results
Search Results
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 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.