Organizational Unit: Department of Media and Visual Arts
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Publication Metadata only Exploring projection based mixed reality with tangibles for nonsymbolic preschool math education(Assoc Computing Machinery, 2019) N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Salman, Elif; Beşevli, Ceylan; Göksun, Tilbe; Özcan, Oğuzhan; Ürey, Hakan; Master Student; Researcher; Faculty Member; Faculty Member; Faculty Member; Department of Psychology; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Graduate School of Sciences and Engineering; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Engineering; N/A; N/A; 47278; 12532; 8579A child's early math development can stem from interactions with the physical world. Accordingly, current tangible interaction studies focus on preschool children's formal (symbolic) mathematics, i.e. number knowledge. However, recent developmental studies stress the importance of nonsymbolic number representation in math learning, i.e. understanding quantity relations without counting(more/less). To our knowledge, there are no tangible systems based on this math concept. We developed an initial tangible based mixed-reality(MR) setup with a small tabletop projector and depth camera. Our goal was observing children's interaction with the setup to guide our further design process towards developing nonsymbolic math trainings. In this paper we present our observations from sessions with four 3-to-5 year old children and discuss their meaning for future work. Initial clues show that our MR setup leads to exploratory and mindful interactions, which might be generalizable to other tangible MR systems for child education and could inspire interaction design studies.Publication Metadata only Hotspotizer: end-user authoring of mid-air gestural interactions(Association for Computing Machinery, 2014) N/A; Department of Computer Engineering; Department of Media and Visual Arts; Baytaş, Mehmet Aydın; Yemez, Yücel; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; Department of Computer Engineering; 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 Engineering; College of Social Sciences and Humanities; N/A; 107907; 12532Drawing from a user-centered design process and guidelines derived from the literature, we developed a paradigm based on space discretization for declaratively authoring mid-air gestures and implemented it in Hotspotizer, an end-to-end toolkit for mapping custom gestures to keyboard commands. Our implementation empowers diverse user populations - including end-users without domain expertise - to develop custom gestural interfaces within minutes, for use with arbitrary applications.Publication Metadata only Exploring users interested in 3D food printing and their attitudes: case of the employees of a kitchen appliance company(Taylor and Francis inc, 2022) N/A; N/A; Department of Sociology; Department of Media and Visual Arts; Kocaman, Yağmur; Mert, Aslı Ermiş; Özcan, Oğuzhan; PhD Student; Faculty Member; Faculty Member; Department of Sociology; 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; N/A; N/A; 125323D Food Printing (3DFP) technology is expected to enter homes in the near future as a kitchen appliance. on the other hand, 3DFP is perceived as a non-domestic technology by potential users and domestic users' attitudes and everyday habits received less attention in previous 3DFP research. Exploring their perspective is needed to reflect their daily kitchen dynamics on the design process and discover possible new benefits situated in the home kitchen. on this basis, this study focuses on finding potential 3DFP users and explores their attitudes towards using 3DFP technology in their home kitchens through a two-stage study: First, we prioritized potential users based on their relationship with food through a questionnaire and found six factors that positively affect their attitude towards 3DFP: cooking every day, ordering food less than once a month, eating out at least a couple of times a month, having a mini oven, A multicooker, or a kettle, liking to try new foods, thinking that cooking is a fun activity. Second, we conducted semi-structured interviews with seven participants to discuss the possible benefits and drawbacks of 3DFP technology for their daily lives in the kitchen. Results revealed two new benefits that 3DFP at home may provide: risk-free cooking and cooking for self-improvement. We discuss the potential implications of these two benefits for design and HCI research focusing on how to facilitate automation and pleasurable aspects of cooking into future 3DFP devices.Publication Metadata only Down in treme; race, place and New Orleans on television(Sage Publications Ltd) N/A; Department of Media and Visual Arts; Rappas, İpek Azime Çelik; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 183702N/APublication Metadata only Head-worn mixed reality projection display application(Association for Computing Machinery, 2014) Kade, Daniel; N/A; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Akşit, Kaan; Özcan, Oğuzhan; Ürey, Hakan; PhD Student; Faculty Member; Faculty Member; Department of Media and Visual Arts; Department of Electrical and Electronics Engineering; Graduate School of Sciences and Engineering; College of Social Sciences and Humanities; College of Engineering; N/A; 12532; 8579The main goal of this research is to develop a mixed reality (MR) application to support motion capture actors. This application allows seeing and exploring a digital environment without occluding the actor's visual field. A prototype is built by combining a retro-reflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The integrated system has some unique advantages, which are collectively demonstrated for the first time: (i) providing fixed field-ofview (50o in diagonal), fixed retinal images at full-resolution, and distortion-free images that are independent of the screen distance and shape; (ii) presenting different perspectives to the users as they move around or tilt their heads, (iii) allowing a focus-free and calibration-free display even on non-flat surfaces using laser scanning technology, (iv) enabling multiple users to share the same screen without crosstalk due to the use of retro-reflectors, and (v) producing high brightness pictures with a projector of only 15 lm; due to a high-gain retro-reflective screen. We demonstrated a lightweight, comfortable to wear and low cost head-mounted projection display (HMPD) which acts as a stand-a-lone mobile system. Initial informal functionality tests have been successfully performed. The prototype can also be used as a 3D stereo system using the same hardware by additionally mounting polarized glasses and an active polarization rotator, while maintaining all of the advantages listed above.Publication Metadata only Gestanalytics: experiment and analysis tool for gesture-elicitation studies(Assoc Computing Machinery, 2017) 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; 12532Gesture-elicitation studies are common and important studies for understanding user preferences. In these studies, researchers aim at extracting gestures which are desirable by users for different kinds of interfaces. During this process, researchers have to manually analyze many videos which is a tiring and a time-consuming process. Although current tools for video analysis provide annotation opportunity and features like automatic gesture analysis, researchers still need to (1) divide videos into meaningful pieces, (2) manually examine each piece, (3) match collected user data with these, (4) code each video and (5) verify their coding. These processes are burdensome and current tools do not aim to make this process easier and faster. To fill this gap, we developed "GestAnalytics" with features of simultaneous video monitoring, video tagging and filtering. Our internal pilot tests show that GestAnalytics can be a beneficial tool for researchers who practice video analysis for gestural interfaces.Publication Metadata only Citizen (in)security?: social media, citizen journalism and crisis response(The Pennsylvania State University, 2014) Watson, Hayley; Finn, Rachel L.; Scifo, Salvatore; Department of Media and Visual Arts; Baruh, Lemi; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 36113The use of social media in a crisis has been applauded, and is witnessing an increase in uptake among those involved in crisis management activities, including citizens. Whilst some challenges have been discussed elsewhere, somewhat lacking is a discussion on the impact of sharing information on the security of those that may have been recorded. Accordingly, this working paper aims to provide preliminary results of an initial mapping task that seeks to examine the impact of the use of social media in a crisis on the social and ethical wellbeing of the security of the citizen. Authors argue that the heightened involvement of citizen journalism results in the filtering of information after its online publication which raises concerns relating to the dissemination of false information and a threat to an individual's privacy. Such issues should be adequately addressed in the encouragement and use of citizen contributions in crisis response.Publication Metadata only The fantasy of do what you love and ludic authoritarianism in the videogame industry(Sage, 2023) Department of Media and Visual Arts; Bulut, Ergin; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 219279Like other creative workers, videogame developers believe doing what you love (DWYL) brings success and happiness. Drawing on three years of ethnography in a U.S. based studio, I theorize DWYL as a social fantasy, which glues developers to work despite cruelties. Because developers' attachment to work is not an individual matter of the heart but a powerful relation that is mutually cultivated, desired, and even joyfully dictated, I conceptualize these cruelties through "ludic authoritarianism", redefined as a diffuse form of workplace regime. In this regime, both the management and developers invest in the DWYL fantasy that normalizes overwork, creates success mythologies, institutes vague performance metrics, and cultivates discriminatory production cultures. Moving beyond "love at work brings exploitation" narratives, I show how authoritarianism is not a deviant political form in non-Western contexts but a diffuse and playful culture across elite workplaces in the Global North.Publication Metadata only Folk theories of false information: a mixed-methods study in the context of Covid-19 in Turkey(Sage Publications Ltd, 2022) Öz, Bahadır; Okçuoğlu, Gülten; Tapramaz, Fezal; Department of Media and Visual Arts; Çamurdan, Suncem Koçer; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 51021This study explores how media users define false information in the daily flow of their lives against a backdrop of sociopolitical contexts. We focus on the vernacular definitions of false information through the concept of folk theories, which are the intuitive explanatory tools users develop to make sense of and act in the world around them. Based on mixed-method research conducted in Turkey during the Covid-19 pandemic, we identify three prevailing folk theories of false information. First, users consider text-based characteristics, such as the presence of evidence as a flag of accuracy/inaccuracy. Second, users assume that people in their social networks distinguish between the accurate and the inaccurate, and thus the information coming from these circles is accurate. Finally, users imagine that people whose worldviews conflict with theirs spread inaccurate information. Despite users' overarching references to textual traits of news, it appears that the latter two folk theories drive users' information processing practices in daily life.Publication Metadata only Notes from the front lines: lessons learnt from designing for improving medical imaging data sharing(Association for Computing Machinery (ACM), 2014) Woźniak, Paweł; Romanowski, Andrzej; Fjeld, Morten; Department of Media and Visual Arts; Yantaç, Asım Evren; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 52621This paper presents results from participatory design studies conducted in a children's hospital. We conducted extensive user studies to understand the specific needs and design constrains in a foetal-heart imaging unit. We describe the lessons learnt in the design process, focusing on the peculiarities of the setting and providing insights to help with the design of future systems in similar environments. We conducted panel discussions, semi-structured interviews, shadowing and constructed two system prototypes to learn about user interactions. We provide a description of the environment, a summary of the important stakeholders and an assessment of the current infrastructure. We noted a significant discrepancy between our case hospital and reported hospital practice. Our main contributions are: (1) a thorough understanding of a unique clinical environment gained through an extensive user study; (2) a detailed account of a participatory design process conducted in the setting and (3) a set of seven design considerations (lessons learnt) for future inquiries.