Research Outputs

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Now showing 1 - 9 of 9
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    A receiver-driven multicast framework for 3DTV transmission
    (Institute of Electrical and Electronics Engineers (IEEE), 2005) N/A; N/A; Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; Kurutepe, Engin; Civanlar, Mehmet Reha; Tekalp, Ahmet Murat; Master Student; Faculty Member; Faculty Member; Department of Electrical and Electronics Engineering; Graduate School of Sciences and Engineering; College of Engineering; College of Engineering; N/A; 16372; 26207
    Contemporary television and video experience is not interactive and mostly static. There is a demand for a real 3-D interactive experience which would allow users to view scenes through virtual cameras. Among other issues the amount of bandwidth required to transmit very large 3-D scene representations to end users is still an unsolved problem. In this paper we propose a novel networking scheme to enable users to automatically stream only the necessary parts of the 3-D representation to render the actual view. Our method also incorporates prediction of future views to prefetch streams which are likely to be needed in the near future as the view changes over time. / Güncel televizyon ve video deneyimi büyük ölçüde duruktur ve etkileşimli değildir. Ancak kullanıcıların sahneleri sanal kameralarla görmelerini sağlayacak gerçek 3-B etkileşimli deneyime ihtiyaç vardır. Çok büyük 3-B sahne gösterimlerinin son kullanıcılara iletimi için gerekli olan bant genişliği miktarı hala çözülememiş sorunlardan biridir. Biz bu makale ile kullanıcıların 3-B gösterimin sadece o andaki bakışlarını oluşturmak için gerekli olan kısımlarını duraksız iletim ile almalarını sağlayan bir ağ yöntemi öneriyoruz. Buna ek olarak kullanıcının bakışındaki değişikliklere göre gelecekte gerekli olabilecek veri katarlarını öngörerek alıp getirmeyi amaçlıyoruz.
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    Compact coherent backlight illuminator for wide field-of-view near to eye displays
    (Koç University, 2016) Er, Hazal; Ürey, Hakan; 0000-0002-2031-7967; Koç University Graduate School of Sciences and Engineering; Electrical and Electronics Engineering; 8579
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    Dynamic accommodation measurement using purkinje reflections and machine learning
    (Koç University, 2024) Özhan, Faik Ozan; Ürey, Hakan; 0000-0002-2031-7967; Koç University Graduate School of Sciences and Engineering; Electrical and Electronics Engineering; 8579
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    Dynamic force rendering due to the relative motion in haptic video
    (Koç University, 2011) Dindar, Nuray; Tekalp, Ahmet Murat; Başdoğan, Çağatay; 0000-0003-1465-8121; 0000-0002-6382-7334; Koç University Graduate School of Sciences and Engineering; Electrical and Computer Engineering; 26207; 125489
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    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/A
    It 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.
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    Multi-party WebRTC as a managed service over multi-operator SDN
    (Springer Science and Business Media Deutschland GmbH, 2020) Department of Electrical and Electronics Engineering; N/A; Tekalp, Ahmet Murat; Kırmızıoğlu, Rıza Arda; Faculty Member; Master Student; Department of Electrical and Electronics Engineering; College of Engineering; Graduate School of Sciences and Engineering; 26207; N/A
    We propose a new WebRTC premium service API and a distributed E2E WebRTC service management framework to enable provisioning premium WebRTC services across multiple network service providers (NSP) with software defined network (SDN) infrastructure. The proposed architecture supports both two-party point-to-point (P2P) and multi-party videoconferencing (via a selective forwarding unit (SFU)) with end-to-end (E2E) quality of service (QoS) as a value-added service. Each NSP has full control of its own network resources. We propose a WebRTC service manager (WSM) that is hosted by each NSP. WSMs collaborate with each other in a distributed manner to orchestrate a network slice with specified bitrate and delay over the E2E path between two clients in P2P service and between sending clients and SFU and between the SFU and receiving clients in multi-party service without a need for a central inter-operator service orchestration authority. Clients support scalable VP9 video codec, which is configured according to agreed client upload and download bitrates. Our experimental results show that the proposed managed WebRTC service with guaranteed video quality across multiple NSPs provides lower delay and consumes less network resources compared to today’s best-effort WebRTC communications.
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    Multimodal analysis of the JESTKOD database for affective dyadic interactions
    (Koç University, 2016) Keçeci, Sinan; Erzin, Engin; 0000-0002-2715-2368; Koç University Graduate School of Sciences and Engineering; Electrical and Electronics Engineering; 34503
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    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/A
    Self-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.
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    The effect of virtual reality-based interventions on pain in burn wound care in burn patients: a systematic review and meta-analysis
    (Tissue Viability Society, 2024) Celik, Yusuf; Bozkul, Gamze; Çelik, Sevilay Şenol; Arslan, Hande Nur; School of Nursing; Graduate School of Health Sciences
    Objective: The aim of this systematic review and meta-analysis was to evaluate the effect of virtual reality on pain in adult burn patients. Method: A comprehensive systematic search was conducted on international electronic databases such as PUBMED, Web of Science, Science Direct, CINAHL, Scopus, TÜBİTAK-ULAKBİM, Dergipark and TR Dizin with keywords. This systematic review and meta-anaysis was developed using the PRISMA checklist. The risk of bias was assessed independently for each included study by using the Cochrane risk of bias tools. Results: Based on the results of systematic review it was decided to include 15 studies in meta analyses. Based on fifteen pooled studies, the estimated SMD was minus 0.62 with a 95 % CI of minus1.15 and minus 0.09 according to the results of the random effects model as recommended by heterogeneity tests. Of pooled 15 studies, 11 studies found less pain score among VR patients, while the remaining four reported higher pain score among VR patients. Conclusions: The results show that virtual reality can be used effectively in pain management during burn care in adult patients. Since the number of studies in adult burn patients is very limited, it is recommended to conduct large-sample studies with high level of evidence including nursing interventions on this issue.