Researcher: Şemsioğlu, Sinem
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Şemsioğlu, Sinem
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Publication Metadata only Emotionally mediated spatial experience with AR(assoc Computing Machinery, 2017) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Şemsioğlu, Sinem; Gökçe, Yağmur; Yantaç, Asım Evren; PhD Student; N/A; Faculty Member; Department of Media and Visual Arts; N/A; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 52621This paper speculates and explores how emotional awareness and communication can be enhanced with the mediation of spatial experience. Based on two exploratory user studies, we designed and prototyped a conceptual system that mediates the spatial attributes of the surroundings according to user's choices and their emotional state. We then conducted user studies with the prototype. We contribute to existing literature by sharing our insights into potential use cases and implications of an emotionally responsive space.Publication Metadata only 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/ASelf-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.Publication Metadata only Emotionscape: mediating spatial experience for emotion awareness and sharing(assoc Computing Machinery, 2018) N/A; Department of Media and Visual Arts; Department of Media and Visual Arts; Şemsioğlu, Sinem; Gökçe, Yağmur; Yantaç, Asım Evren; PhD Student; N/A; 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); N/A; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 52621We bring the concepts of emotional self-awareness and emotion sharing to the problem space of Mixed Reality and by adding our observations on the influence of the physical space on emotions, we speculate whether we can mediate the spatial experiences of collocated people to increase their emotional self-awareness and ease emotion sharing between them. Our study is structured around a conceptual system we designed, one that mediates the spatial attributes of the surroundings according to the user's and collocated people's emotional states. after the initial ideation of the concept, we built a prototype application for HoloLens. We then conducted a 2-legged user study with 12 participants; first we gathered data using an online survey, followed by a study with thinking aloud protocol using the prototype. We believe that the results and discussion we provide in this paper will be useful in development of emotionally aware Mixed Reality systems.Publication Metadata only 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/AIt 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.Publication Metadata only Co-exploring the design space of emotional AR visualizations(Springer international Publishing ag, 2021) N/A; Department of Media and Visual Arts; Şemsioğlu, Sinem; Yantaç, Asım Evren; 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); Koç Üniversitesi KARMA Gerçeklik Teknolojileri Eğitim, Uygulama ve Yayma Merkezi (KARMA) / Koç University KARMA Mixed Reality Technologies Training, Implementation and Dissemination Centre (KARMA); N/A; College of Social Sciences and Humanities; N/A; 52621Designing for emotional expression has become a popular topic of study in HCI due to advances in affective computing technologies. With increasing use of video-conferencing and video use in social media for different needs such as leisure, work, social communication, video filters, AR effects and holograms are also getting popular. in this paper, we suggest a framework for emotion visualization for natural user interface technologies such as augmented or Mixed Reality. the framework has been developed based on our analysis of visualizations formed during a series of emotion visualization workshops.Publication Open Access Virtual dance mirror: a functional approach to avatar representation through movement in immersive VR(Association for Computing Machinery (ACM), 2022) Öztürk, Aslı; Topal, Onur Sümer; Department of Media and Visual Arts; Department of Psychology; N/A; Yantaç, Asım Evren; Eskenazi, Terry; Akbaş, Saliha; Şemsioğlu, Sinem; Kuşçu, Kemal; Faculty Member; Department of Media and Visual Arts; Department of Psychology; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; School of Medicine; 52621; 258780; N/A; N/A; N/AImmersive Virtual Reality (VR) technologies offer new possibilities for studying embodied interaction with different sets of constraints and affordances for action-taking while using one's physical body. In this study, we designed and prototyped a VR dance experience, Virtual Dance Mirror, where a dancer's bodily movements are reflected on a 3D avatar model using a motion-capture suit. We investigated the novel possibilities for avatar design based on the expression of movements available for dancers in VR environment. After a preliminary briefing session, we conducted a user-study with five dancers with semi-structured interviews. Our findings support HCI literature on virtual body design to facilitate collaboration and non-verbal communication between VR users.Publication Open Access EMOTE: an interactive online tool for designing real-time emotional AR visualizations(Association for Computing Machinery (ACM), 2022) Department of Media and Visual Arts; N/A; Yantaç, Asım Evren; Şemsioğlu, Sinem; Karaturhan, Pelin; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; Graduate School of Social Sciences and Humanities; 52621; N/A; N/AIn a future when augmented vision becomes a part of our daily lives, some might want or need to highlight their emotions by visuals on or around their bodies like wearing a prosthesis or an expressive make-up. This might especially be useful for situations where one cannot express their own emotions or read others'. To help the design process of affective augmentations, we developed EMOTE; an online interactive tool that presents a framework to guide designers while designing emotion visualizations for AR. We conducted an online workshop with 24 participants to evaluate the framework and the online tool. In this paper, we share insights on user experience with this tool, the effect of framework on the design process and how the framework can be expanded.