Researcher:
Buruk, Oğuz Turan

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PhD Student

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Oğuz Turan

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Buruk

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Buruk, Oğuz Turan

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Now showing 1 - 10 of 20
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    Publication
    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; 12532
    Gesture-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.
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    Anagenesis a framework for gameful, playful and democratic future smart cities
    (Routledge, 2021) Thibault, Mattia; Hassan, Lobna; Hamari, Juho; N/A; Buruk, Oğuz Turan; PhD Student; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; N/A
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    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; 12532
    We 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.
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    Code notes: designing a low-cost tangible coding tool for/with children
    (Association for Computing Machinery (ACM), 2018) N/A; Department of Psychology; N/A; Department of Psychology; Sabuncuoğlu, Alpay; Erkaya, Merve; Buruk, Oğuz Turan; Göksun, Tilbe; PhD Student; Undergraduate Student; PhD Student; Faculty Member; Department of Psychology; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Sciences and Engineering; 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; 47278
    Programming has become an essential subject for today's education curriculum and as a result, the importance of creating the right environments to teach is increasing. For such environments, featuring tangible tools enhances creativity and collaboration. However, due to their high prices, current tangible tools are not reachable by most of the students. We developed Code Notes as a low-cost, attainable and tangible tool aimed to motivate children to support programming education. Code Notes is comprised of an Android app and code-cardboards to teach the basic concepts in programming. We continue to develop the platform with insights gained from children. This paper shares the design phases of Code Notes and observations from our two-month programming project. We also presented some future concepts of Code Notes that offer an active and embodied interaction with the teaching material.
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    Forming visual expressions with augmented fashion
    (Sage Publications Inc, 2017) Yilmaz, Sejda Inal; Can, Kemal; N/A; N/A; Department of Media and Visual Arts; Genç, Çağlar; Buruk, Oğuz Turan; Özcan, Oğuzhan; PhD Student; PhD Student; Faculty Member; Department of Media and Visual Arts; 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; N/A; N/A; 12532
    Wearable devices have a crucial impact on our bodies since they directly affect our appearance. However, wearable design practitioners focus more on the practical functionalities of the technology, leaving more investigation needed on what kind of visual expressions the technology might enable on wearable devices. With a critical approach on this functional perspective, the authors conducted a design workshop with fashion design and engineering students in which they first created art expressions and then wearable devices by using technological components. This practitioner's essay reflects on the resulting hands-on design experiences in new visual expressions that would not have been possible with just traditional materials.
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    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; 12532
    User 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.
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    Augmented tabletop games workshop
    (Association for Computing Machinery (ACM), 2017) Toups, Zachary O.; LaLone, Nicolas; Tanenbaum, Joshua; Trammell, Aaron; Hammer, Jessica; Depping, Ansgar; N/A; Buruk, Oğuz Turan; PhD Student; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); Graduate School of Social Sciences and Humanities; N/A
    This workshop gathers researchers and practitioners interested in augmented tabletop games: physical games that include digital augmentation. Participants will compile ways of knowing for this unique research space and share their methods of research, demonstrating, where possible, through a research gaming and prototyping session. Post-workshop, we will assemble an online compendium for findings, which will include video sketches recorded during the workshop and an annotated bibliography.
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    It made more sense: comparison of user-elicited on-skin touch and freehand gesture sets
    (Springer International Publishing Ag, 2017) Ergin, Mehmet Yarkın; N/A; Department of Psychology; N/A; Department of Psychology; Department of Media and Visual Arts; Havlucu, Hayati; Bostan, İdil; Buruk, Oğuz Turan; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; PhD 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; 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; 47278; 12532
    Research on gestural control interfaces is getting more widespread for the purpose of creating natural interfaces. Two of these popular gesture types are freehand and on-skin touch gestures, because they eliminate the use of an intermediary device. Previous studies investigated these modalities separately with user-elicitation methods; however, there is a gap in the field considering their comparison. In this study, we compare user-elicited on-skin touch and freehand gesture sets to explore users' preferences. Thus, we conducted an experiment in which we compare 13 gestures to control computer tasks for each set. Eighteen young adults participated in our study and filled our survey consisted of NASA Task Load Index and 4 additional items of social acceptability, learnability, memorability, and the goodness. The results show that on-skin touch gestures were less physically demanding and more socially acceptable compared to freehand gestures. on the other hand, freehand gestures were more intuitive than on-skin touch gestures. Overall, our results suggest that different gesture types could be useful in different scenarios. Our contribution to the field might inspire designers and developers to make better judgments for designing new gestural interfaces for a variety of devices.
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    Wearpg: movement-based tabletop role-playing game with arm-worn devices and an augmented die
    (Assoc Computing Machinery, 2017) N/A; Department of Media and Visual Arts; Department of Computer Engineering; Buruk, Oğuz Turan; Özcan, Oğuzhan; Özbeyli, İsmet Melih; PhD Student; Faculty Member; Faculty Member; Undergraduate Student; Department of Media and Visual Arts; Department of Computer Engineering; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Engineering; N/A; 12532; N/A
    Augmenting tabletop role-playing games (TTRPG) with computers took much attention of researchers recently. Nevertheless, these efforts mostly remained as functional augmentations. We believe that integrating new gameplay styles to this genre is still an underexplored area. Drawing upon the previous studies, we believe that wearables which support movement-based gameplay can be a good step taken in this direction as previous studies claim that wearables can strengthen the link to the imaginary worlds which is critical for TTRPG experience while the movement-based play can increase the player engagement. However, previous studies did not investigate these concepts with an implemented technology. Therefore, to get a better understanding of how wearables can alter the TTRPG experience, we designed a new RPG game system and developed the Elemental Gauntlet and the Luck Stone which enable movement-based game play in TTRPG context. Our preliminary results showed that, movement-based play and wearable props strengthen the identification feeling with the fictional character and resulted in a better immersion to the imaginary world of the game.
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    Experiencing human-to-human touch in digital games
    (Association for Computing Machinery, 2016) Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; Department of Electrical and Electronics Engineering; N/A; Department of Media and Visual Arts; Canat, Mert; Tezcan, Mustafa Ozan; Yurdakul, Celalettin; Buruk, Oğuz Turan; Özcan, Oğuzhan; Undergraduate Student; Undergraduate Student; Undergraduate Student; PhD Student; Faculty Member; Department of Electrical and Electronics Engineering; Department of Media and Visual Arts; College of Engineering; College of Engineering; College of Engineering; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; N/A; N/A; 12532
    Digital games have been equipped with novel control styles which promotes natural interaction. However, Human-to-Human Social Touch (HHST) has not been investigated as a gaming apparatus thoroughly. We believe that HHST can be a valuable contribution since it can convey different messages with different patterns and would provide a rich collaborative experience with physical contact. To explore this area, we developed the Sensation which is a control apparatus detecting the different touch types between two players. To observe the gaming experience we implemented the game, Shape Destroy, and conducted a user study with 30 participants to understand its effects on player experience. Results showed that HHST, provided by the Sensation, added to game experience boosting social, ludic and emotional aspects.