Researcher:
Sabuncuoğlu, Alpay

Loading...
Profile Picture
ORCID

Job Title

PhD Student

First Name

Alpay

Last Name

Sabuncuoğlu

Name

Name Variants

Sabuncuoğlu, Alpay

Email Address

Birth Date

Search Results

Now showing 1 - 8 of 8
  • Placeholder
    Publication
    Through the glance mug: a familiar artefact to support opportunistic search in meetings
    (Assoc Computing Machinery, 2018) N/A; Department of Psychology; Department of Electrical and Electronics Engineering; N/A; N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Börütecene, Ahmet; Bostan, İdil; Akyürek, Ekin; Sabuncuoğlu, Alpay; Temuzkuşu, İlker; Genç, Çağlar; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; Undergraduate Student; PhD Student; Researcher; PhD Student; Faculty Member; Faculty Member; Department of Electrical and Electronics 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); KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); N/A; N/A; KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); KU Arçelik Research Center for Creative Industries (KUAR) / KU Arçelik Yaratıcı Endüstriler Uygulama ve Araştırma Merkezi (KUAR); N/A; 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 Engineering; Graduate School of Sciences and Engineering; N/A; 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; 47278; 12532
    During collocated meetings, the spontaneous need for information, called opportunistic search, might arise while conversing. However, using smartphones to look up information might be disruptive, disrespectful or even embarrassing in social contexts. We propose an alternative instrument for this practice: Glance Mug, A touch-sensitive mug prototype that listens to the conversation and displays browsable content-driven results on its inner screen. We organized 15 pairs of one-to-one meetings between students to gather user reflections. the user study revealed that the mug has the potential for supporting instant search and affords sufficient subtlety to conceal user actions. Yet, it provoked some anxiety for the users in maintaining eye contact with their partners. Our main contributions are the context-aware mug concept tested in a real-life setting and the analysis through Hornecker and Buur's Tangible interaction Framework that discusses its design space, and its impact on the users and social interaction.
  • Placeholder
    Publication
    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.
  • Placeholder
    Publication
    Devoloping affordable tangible programming education applications using mobile vision
    (IEEE, 2021) N/A; Department of Computer Engineering; Sabuncuoğlu, Alpay; Sezgin, Tevfik Metin; PhD Student; Faculty Member; Department of Computer Engineering; Graduate School of Sciences and Engineering; College of Engineering; N/A; 18632
    Programming education has become an essential part of the primary and secondary school curriculum. Two main programming environment modalities, web-based visual programming applications and electronic cards, have become popular in curricular activities. Limiting the programming activities around these programming environments restricts education accessibility in socio-economically disadvantaged regions due to the need for an individual computer per student, lack of decent infrastructure, and high electronics prices. Effective, shared use of smartphones and tablets in programming education can provide equal opportunities. in this scenario, students can code simple drawings and animations using their own materials as tangible programming blocks by employing a single shared phone in the classroom as an interpreter. This article explains our development process of a new tangible programming environment which increases the accessibility of education. We discuss effective inclassroom use of image/text processing practices and transfer learning methods on smartphones.
  • Placeholder
    Publication
    A critical evaluation of recent deep generative sketch models from a human-centered perspective
    (Institute of Electrical and Electronics Engineers Inc., 2022) Department of Computer Engineering; N/A; Sezgin, Tevfik Metin; Sabuncuoğlu, Alpay; Faculty Member; PhD Student; Department of Computer Engineering; College of Engineering; Graduate School of Sciences and Engineering; 18632; N/A
    Drawing a sketch is a uniquely personal process that depends on previous knowledge, experiences, and current mood. Hence, the success of deep generative sketch models depends on user expectations. Yet, the unconditional generation ability of these models does not consider human-centered metrics in the training step. To achieve this kind of training process, we frst need to understand the factors behind human perception on successful generative examples. We designed a user study where we asked twenty-one people from different disciplines to determine these factors. In this study, participants ordered four recent generative models' (Autoencoder, DCGAN, SketchRNN, and Sketchformer) output sketches from most to least recognizable. The results suggest that success in representing the distinct feature of a category is more important than other attributes such as spatial proportions or stroke counts. We shared our code, the interactive notebooks, and feld study results to accelerate further analysis in the area.
  • Placeholder
    Publication
    Tangible music programming blocks for visually impaired children
    (Assoc Computing Machinery, 2020) N/A; Sabuncuoğlu, Alpay; PhD Student; Graduate School of Sciences and Engineering; N/A
    Programming can benefit children on learning science, math, and creative thinking, and has become a part of the primary school curriculum. However, programming tools for visually impaired children are still scarce. We developed an affordable and accessible tangible music platform for visually impaired children that aims to teach the basics of programming through music creation. By ordering the tangible blocks in an algorithmic structure, the children can create a melody. The physical and conceptual design of the system was developed with the help of visually impaired developers. We conducted a user study with fourteen visually impaired middle school children to observe their interactions with the prototype. In this paper, we present our design, provide several TUI design considerations for students with low to zero sight, and discuss the results of our user study and future directions.
  • Thumbnail Image
    PublicationOpen Access
    Kart-ON: an extensible paper programming strategy for affordable early programming education
    (Association for Computing Machinery (ACM), 2022) Department of Computer Engineering; Sezgin, Tevfik Metin; Sabuncuoğlu, Alpay; Faculty Member; Department of Computer Engineering; Koç Üniversitesi İş Bankası Yapay Zeka Uygulama ve Araştırma Merkezi (KUIS AI)/ Koç University İş Bank Artificial Intelligence Center (KUIS AI); College of Engineering; Graduate School of Sciences and Engineering; 18632; N/A
    Programming has become a core subject in primary and middle school curricula. Yet, conventional solutions for in-class programming activities require each student to have expensive equipment, which creates an opportunity gap for low-income students. Paper programming can provide an affordable, engaging, and collaborative in-class programming experience by allowing groups of students to use inexpensive materials and share smartphones. However, current paper-programming examples are limited in terms of language expressivity and generalizability. Addressing these limitations, we developed a paper-programming flow and its variants in different abstraction levels and input/output styles. The programming environments consist of pre-defined tangible programming cards and a mobile application that runs computer vision models to recognize them. This paper describes our educational and technical development process, presents a qualitative analysis of the early user study results and shares our design considerations to help develop wide-reaching paper programming environments.
  • Thumbnail Image
    PublicationOpen Access
    Prototyping products using web-based AI tools: designing a tangible programming environment with children
    (Association for Computing Machinery (ACM), 2022) N/A; Sezgin, Tevfik Metin; Sabuncuoğlu, Alpay; Faculty Member; Koç Üniversitesi İş Bankası Yapay Zeka Uygulama ve Araştırma Merkezi (KUIS AI)/ Koç University İş Bank Artificial Intelligence Center (KUIS AI); College of Engineering; Graduate School of Sciences and Engineering; 18632; N/A
    A wide variety of children's products such as mobile apps, toys, and assistant systems now have integrated smart features. Designing such AI-powered products with children, the users, is essential. Using high-fidelity prototypes can be a means to reveal children's needs and behaviors with AI-powered systems. Yet, a prototype that can show unpredictable features similar to the final AI-powered product can be expensive. A more manageable and inexpensive solution is using web-based AI prototyping tools such as Teachable Machine. In this work, we developed a Teachable Machine-powered game-development environment to inform our tangible programming environment's design decisions. Using this kind of an AI-powered high-fidelity prototype in the research process allowed us to observe children in a very similar setting to our final AI-powered product and extract design considerations. This paper reports our experience of prototyping AI-powered solutions with children and shares our design considerations for children's self-made tangible representations.
  • Thumbnail Image
    PublicationOpen Access
    Kart-ON: affordable early programming education with shared smartphones and easy-to-find materials
    (Association for Computing Machinery (ACM), 2020) Department of Computer Engineering; Sezgin, Tevfik Metin; Sabuncuoğlu, Alpay; Faculty Member; Department of Computer Engineering; College of Engineering; Graduate School of Sciences and Engineering; 18632; N/A
    Programming education has become an integral part of the primary school curriculum. However, most programming practices rely heavily on computers and electronics which causes inequalities across contexts with different socioeconomic levels. This demo introduces a new and convenient way of using tangibles for coding in classrooms. Our programming environment, Kart-ON, is designed as an affordable means to increase collaboration among students and decrease dependency on screen-based interfaces. Kart-ON is a tangible programming language that uses everyday objects such as paper, pen, fabrics as programming objects and employs a mobile phone as the compiler. Our preliminary studies with children (n=16, mage=12) show that Kart-ON boosts active and collaborative student participation in the tangible programming task, which is especially valuable in crowded classrooms with limited access to computational devices.