Research Outputs

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Now showing 1 - 10 of 13
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    PublicationRestricted
    A multi criteria optimization framework for interaction controller design for physical human-robot interaction
    (Koç University, 2019) Aydın, Yusuf; Başdoğan, Çağatay; 0000-0002-6382-7334; Koç University Graduate School of Sciences and Engineering; Mechanical Engineering; 125489
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    PublicationOpen Access
    Combining momentary and retrospective self-reflection in a mobile photo-based journaling application
    (Association for Computing Machinery (ACM), 2022) Department of Media and Visual Arts; N/A; Yantaç, Asım Evren; Kuşçu, Kemal; Karaturhan, Pelin; Arıkan, Ecem; Durak, Pelin; 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; School of Medicine; Graduate School of Social Sciences and Humanities; 52621; N/A; N/A; N/A; N/A
    The concept of self-reflection is investigated in a wide range of fields, from Psychology to HCI. Different fields use different methods to trigger reflection, such as visualizing accumulated personal quantitative data, personal photos, journaling, or asking reflective questions about experiences. This study combines photo-based journaling, reflective questions and data visualization for triggering momentary and retrospective self-reflection. We prototyped a photo-based journaling app and conducted a 5-week field study (N=13) to observe in-the-wild experiences. Following, we conducted an evaluation workshop (N=9) to explore strategies for motivating reflective question answering and retrospective self-reflection. Our approach encourages momentary and retrospective self-reflection, but the question-answering process could be burdensome and retrospective self-reflection should be incentivized. For that, we compiled design strategies for both kinds of self-reflection. We contribute to the HCI literature with strategies for unifying momentary and retrospective self-reflection in photo-based journaling.
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    Data-driven vibrotactile rendering of digital buttons on touchscreens
    (Academic Press Ltd- Elsevier Science Ltd, 2020) N/A; N/A; Department of Computer Engineering; Department of Mechanical Engineering; Sadia, Büshra; Emgin, Senem Ezgi; Sezgin, Tevfik Metin; Başdoğan, Çağatay; PhD Student; PhD Student; Faculty Member; Faculty Member; Department of Computer Engineering; Department of Mechanical Engineering; Graduate School of Sciences and Engineering; Graduate School of Sciences and Engineering; College of Engineering; College of Engineering; N/A; N/A; 18632; 125489
    Interaction with physical buttons is an essential part of our daily routine. We use buttons daily to turn lights on, to call an elevator, to ring a doorbell, or even to turn on our mobile devices. Buttons have distinct response characteristics and are easily activated by touch. However, there is limited tactile feedback available for their digital counterparts displayed on touchscreens. Although mobile phones incorporate low-cost vibration motors to enhance touch-based interactions, it is not possible to generate complex tactile effects on touchscreens. It is also difficult to relate the limited vibrotactile feedback generated by these motors to different types of physical buttons. In this study, we focus on creating vibrotactile feedback on a touchscreen that simulates the feeling of physical buttons using piezo actuators attached to it. We first recorded and analyzed the force, acceleration, and voltage data from twelve participants interacting with three different physical buttons: latch, toggle, and push buttons. Then, a button-specific vibrotactile stimulus was generated for each button based on the recorded data. Finally, we conducted a three-alternative forced choice (3AFC) experiment with twenty participants to explore whether the resultant stimulus is distinct and realistic. In our experiment, participants were able to match the three digital buttons with their physical counterparts with a success rate of 83%. In addition, we harvested seven adjective pairs from the participants expressing their perceptual feeling of pressing the physical buttons. All twenty participants rated the degree of their subjective feelings associated with each adjective for all the physical and digital buttons investigated in this study. Our statistical analysis showed that there exist at least three adjective pairs for which participants have rated two out of three digital buttons similar to their physical counterparts.
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    Disabled and design researcher: an unexpected relationship?
    (assoc Computing Machinery, 2020) N/A; Department of Media and Visual Arts; Yıldız, Zeynep; Subaşı, Özge; PhD Student; Faculty Member; Department of Media and Visual Arts; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 240920
    This paper aims to start a conversation about rethinking design research environments and practices, As socially and physically accessible and engaging for design researchers with mixed abilities. We report a first-person account of how a design researcher can face physical and social exclusion in related environments. We recall several instances from a disabled design researcher's experiences in a design lab, in a design conference, and in the design research process itself. We recommend ways to transition design labs and research practices to more inclusive infrastructures and practices.
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    Evaluation of a surgical interface for robotic cryoablation task using an eye-tracking system
    (Academic Press Ltd- Elsevier Science Ltd, 2016) Acik, Alper; Barkana, Duygun Erol; Akgun, Gokhan; Aydin, Cagla; Department of Media and Visual Arts; Yantaç, Asım Evren; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 52621
    Computer-assisted navigation systems coupled with surgical interfaces (SIs) are providing doctors with tools that are safer for patients compared to traditional methods. Usability analysis of the SIs that guides their development is hence important. In this study, we record the eye movements of doctors and other people with no medical expertise during interaction with an SI that directs a simulated cryoablation task. There are two different arrangements for the layout of the same SI, and the goal is to evaluate whether one of these arrangements is ergonomically better than the other. We use several gaze related statistics some of which are employed in an SI design context for the first time. Even though the performance and gaze related analysis reveals that the two arrangements are comparable in many respects, there are also differences. Specifically, one arrangement leads to more saccades along the vertical and horizontal directions, lower saccade amplitudes in the crucial phase of the task, more locally clustered and yet globally spread viewing. Accordingly, that arrangement is selected for future use. The present study provides a proof of concept for the integration of novel gaze analysis tools developed for scene perception studies into the interface development process.
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    Examining online practices of an autism parent community in Turkey: goals, needs, and opportunities
    (assoc Computing Machinery, 2019) N/A; N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; N/A; Yıldız, Zeynep; Gatos, Doğa Çorlu; Subaşı, Özge; Yantaç, Asım Evren; Kuşçu, Kemal; PhD Student; PhD Student; Faculty Member; Faculty Member; Other; 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; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; School of Medicine; N/A; N/A; 240920; 52621; N/A
    Autism is a complex, life-long condition that manifests itself in unique ways in each person. Due to the complexity of the condition along with not having efficient and immediate social support, parents with autistic children often seek for and rely upon the information generated by the community (parents, caregivers, autistics and experts) on online platforms. We look into what parents of autistic individuals discuss on an online platform in Turkey, how they practice autism online and why those practices are important or relevant. Our findings show how parents cope with understanding and defining autism, and how they seek for empowering each other, and managing the everyday collectively under a dominant medical discourse around autism in Turkish context. Based on our findings, we extend the existing knowledge on collective and alternative ways of re-defining autism as lived experience and introduce recommendations on how those strategies can be integrated to design.
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    Exploration strategies for tactile graphics displayed by electrovibration on a touchscreen
    (Academic Press Ltd- Elsevier Science Ltd, 2022) Ayyıldız, Mehmet; N/A; Department of Mechanical Engineering; Sadia, Büshra; Sadıç, Ayberk; Başdoğan, Çağatay; PhD Student; Faculty Member; Department of Mechanical Engineering; Graduate School of Sciences and Engineering; College of Engineering; N/A; 125489
    Advancements in surface haptics technology have given rise to the development of interactive applications displaying tactile content on touch surfaces such as images, signs, diagrams, plots, charts, graphs, maps, net-works, and tables. In those applications, users manually explore the touch surface to interact with the tactile data using some intuitive strategies. The user's exploration strategy, tactile data's complexity, and tactile rendering method all affect the user's haptic perception, which plays a critical role in designing and prototyping of those applications. In this study, we conducted experiments with human participants to investigate the recognition rate and time of five tactile shapes (i.e., triangle, square, pentagon, hexagon, and octagon) rendered by electro-vibration on a touchscreen using three different methods (electrovibration was active inside, on the edges, or outside the shapes), and displayed in prototypical orientations and non-prototypical orientations (i.e., 15 degrees CW and CCW to the prototypical orientation). The results showed that the correct recognition rate of the shapes was higher when the haptically active area (area where electrovibration was on) was larger. However, as the number of edges was increased, the recognition time increased and the recognition rate dropped significantly, arriving to a value slightly higher than the chance rate of 20% for non-prototypical octagon. Moreover, the recognition time for inside rendering condition was significantly shorter compared to edge and outside rendering conditions, and edge rendering condition led to the longest recognition time. We also recorded the participants' finger movements on the touchscreen to examine their haptic exploration strategies. Based on our temporal analysis, we classified six exploration strategies adopted by participants to identify the shapes, which were different for the prototypical and non-prototypical shapes. Moreover, our spatial analysis revealed that the participants first used global scanning to extract the coarse features of the displayed shapes, and then they applied local scanning to identify finer details, but needed another global scan for final confirmation in the case of non-prototypical shapes, possibly due to the current limitations of electrovibration technology in displaying tactile stimuli to a user. We observed that it was highly difficult to follow the edges of shapes and recognize shapes with more than five edges under electrovibration when a single finger was used for exploration.
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    Human inspired communicative cues for intent expressive motion generation
    (Koç University, 2018) Kebüde, Doğancan; Akgün, Barış; 0000-0002-4079-6889; Koç University Graduate School of Sciences and Engineering; Computer Science and Engineering; 258784
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    Informing the design of question-asking conversational agents for reflection
    (Springer Science and Business Media Deutschland GmbH, 2024)  ; Department of Media and Visual Arts; Karaturhan, Pelin; Orhan, İlayda; Yantaç, Asım Evren; Department of Media and Visual Arts; Koç Üniversitesi KARMA Gerçeklik Teknolojileri Eğitim, Uygulama ve Yayma Merkezi (KARMA) / Koç University KARMA Mixed Reality Technologies Training, Implementation and Dissemination Centre (KARMA); 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; School of Medicine;  
    Reflecting on everyday experiences offers valuable insights and has the potential to enhance psychological well-being. Yet, only some have access to a facilitator for reflection. Conversational agents hold promise as companions for these discussions. We surveyed individuals with therapy experience to understand user needs and arrived at interaction strategies used in therapy. We then evaluated these strategies with five therapists and transformed our data, along with their input, into a set of interaction strategies to be used on conversational agents for reflection. We developed an AI chatbot prototype where we implemented these strategies and conducted a 1-week in-the-wild study with 34 participants to evaluate the interaction strategies and experiences of interacting with a chatbot for reflection. Findings reveal that participants are willing to engage with a chatbot, even with limited capabilities. Critical aspects include the chatbot’s contextual awareness, statement repetition, and human-like qualities. Successfully balancing questions with non-question statements is essential for a pleasurable dialogue-driven reflection. Our paper presents implications for future design and research studies. © The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2024.
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    Multimodal analysis and synthesis of affective human body gestures from speech prosody
    (Koç University, 2016) Bozkurt, Elif; Erzin, Engin; 0000-0002-2715-2368; Koç University Graduate School of Sciences and Engineering; Electrical and Electronics Engineering; 34503