Researcher:
Özcan, Oğuzhan

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Oğuzhan

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Özcan

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Özcan, Oğuzhan

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Now showing 1 - 10 of 62
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    Publication
    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; 8579
    A 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.
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    Publication
    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; 12532
    Drawing 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.
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    Publication
    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; 12532
    3D 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.
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    Publication
    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; 8579
    The 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.
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    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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    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.
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    Publication
    Mime-based creative drama implementations for exploring gestural interaction
    (Routledge Journals, Taylor & Francis Ltd, 2013) Unluer, Adviye Ayca; Department of Media and Visual Arts; Özcan, Oğuzhan; Faculty Member; Department of Media and Visual Arts; College of Social Sciences and Humanities; 12532
    We observed that students are used to employ the graphical user interface (GUI) elements such as icons and texts in gestural interaction designs, depending on their prior experiences. However, prior knowledge of GUI design often leads the students to create cliche and impractical designs for gestural interaction. To solve the problem, our study aims to explore feedback as an alternative education method, enhanced by an exercise we call gestural shadow mapping', which is based on the art of mime, within the concept of creative drama. Using a basic setup for shadow representation, a group of design students practised expressing prepared visual compositions as gestural shadow maps for an audience of their peers. After several observations, feedback showed that the method based on gestural shadow mapping does afford students a better understanding of gestural interaction, free from the inhibitions of their prior experiences of GUIs and the limitations of current commercial examples.
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    Publication
    Coffee cup reading as an inspiration for looking into augmented mugs in social interaction
    (Springer, 2017) N/A; Department of Psychology; N/A; N/A; Department of Psychology; Department of Media and Visual Arts; Börütecene, Ahmet; Bostan, İdil; Şanlı, Gülben; Genç, Çağlar; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate Student; PhD 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; 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; 47278; 12532
    Augmented mugs are mostly used as non-interactive displays showing images, or providing information about the liquid content. However, there has not been sufficient research on what kind of affordances mugs could offer as tangible interfaces and how people might use them in face-to-face social settings. To fill this gap, we examined Turkish coffee fortune-telling, a socio-cultural practice based on deliberate physical interaction with coffee cup for reading and creating stories out of coffee ground shapes. First, we organized coffee cup reading sessions with 18 fortune-tellers whose analysis yielded 11 characteristics reflecting user behavior with cups. A follow-up cross-cultural study served as a first step for understanding the potential generalizability of these findings. Our main contribution consists of the characteristics we derived and the related potential interaction techniques we discuss for augmented mugs with an inner display. We also contextualize our findings by two scenarios in which the mug is used as a tangible interface in social interaction settings.
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    Interaction between abstract agents: increasing the readability of causal events with animation principles
    (Association for Computing Machinery, 2016) Obaid, Mohammad; N/A; Department of Psychology; Department of Psychology; Department of Media and Visual Arts; Ramoǧlu, Muhammet; Bostan, İdil; Göksun, Tilbe; Özcan, Oğuzhan; PhD Student; Undergraduate 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; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 47278; 12532
    In cognitive psychology, causality studies investigate simple causal relations to understand how people perceive a causal relation between agents. In those experiments, geometric shaped characters are used to examine the causal relations only. However, the actions of characters (or agents) in those experiments were not completely described as causal events by many participants, which might be the result of a shortcoming in the design of agents' actions. We believe we can improve the readability of causal events with animation principles. We created expressive actions by the use of animation principles of anticipation and reaction, which are used to emphasize the meaning of the main action with expressiveness in pre- and post- actions. To analyze the effect of expressivity and its effect on different embodiments of agents, we conducted a user study with 4 animation clips including expressivity (expressive vs. non-expressive action) and embodiment (object vs. robot embodiment) conditions. We analyzed data from 116 adult participants and the results showed that expressive actions significantly increased the readability of interaction between abstract agents in causal events. We also found that the type of embodiment has no effect on readability when we applied expressive actions into their movements.
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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.