Researcher: Vatansever, Ali
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Vatansever, Ali
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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 Worldbuilding and mandala as a tool for co-speculating on the healthcare domain in 2050(Assoc Computing Machinery, 2021) Department of Media and Visual Arts; Department of Media and Visual Arts; N/A; N/A; N/A; Yantaç, Asım Evren; Vatansever, Ali; Kayı, İlker; Kuşçu, Kemal; Omaç, Tevfik; Faculty Member; Teaching Faculty; Faculty Member; Other; Undergraduated Student; Department of Media and Visual Arts; College of Social Sciences and Humanities; College of Social Sciences and Humanities; School of Medicine; School of Medicine; School of Medicine; 52621; 121209; 168599; N/A; N/ACovid-19 pandemic that demanded distancing from social life had a drastic impact on our societal systems from economy to education but especially healthcare, which became the center of attention in 2020. While making gaps in the social systems visible, these times have reminded us the significance of exploring possible futures, scenarios and how design methods can help co-speculating on possible futures. With a motivation to co-speculate on possible futures with the healthcare domain experts, discuss how 2020 might effect the world in general and reflect back on the future of the healthcare domain based on these speculations, we have started a series of worldbuilding workshops. Here in this paper, we are sharing the lessons learned through the first three workshops conducted in this long term project, where we worked with 8 domain experts, used design fiction stories and the worldbuilding mandala tool to co-speculate on possible futures of 2030, 2040, and finally 2050. This paper shares insights regarding the methods used and how they helped the co-speculation process, but not the implications regarding healthcare sector.