Researcher:
Göksun, Tilbe

Loading...
Profile Picture
ORCID

Job Title

Faculty Member

First Name

Tilbe

Last Name

Göksun

Name

Name Variants

Göksun, Tilbe

Email Address

Birth Date

Search Results

Now showing 1 - 10 of 90
  • Placeholder
    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.
  • Placeholder
    Publication
    Elucidating the common basis for task-dependent differential manifestations of category advantage: a decision theoretic approach
    (Wiley, 2022) N/A; Department of Psychology; Department of Psychology; Akbıyık, Seda; Göksun, Tilbe; Balcı, Fuat; Master Student; Faculty Member; Faculty Member; Department of Psychology; N/A; N/A; Koç University Research Center for Translational Medicine (KUTTAM) / Koç Üniversitesi Translasyonel Tıp Araştırma Merkezi (KUTTAM); Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 47278; 51269
    Cross-category hues are differentiated easier than otherwise equidistant hues that belong to the same linguistic category. This effect is typically manifested through both accuracy and response time gains in tasks with a memory component, whereas only response times are affected when there is no memory component. This raises the question of whether there is a common generative process underlying the differential behavioral manifestations of category advantage in color perception. For instance, within the framework of noisy evidence accumulation models, changes in accuracy can be readily attributed to an increase in the efficacy of perceptual evidence integration (after controlling for threshold setting), whereas changes in response time can also be attributed to shorter nondecisional delays (e.g., due to facilitated signal detection). To address the latent decision processes underlying category advantage across different behavioral demands, we introduce a decision-theoretic perspective (i.e., diffusion decision model) to categorical color perception in three complementary experiments. In Experiment 1, we collected data from a binary color naming task (1) to determine the green-blue boundary in our sample and (2) to trace how parameter estimates of interest in the model output change as a function of color typicality. In Experiments 2 and 3, we used same-different task paradigms (with and without a memory component, respectively) and traced the category advantage in color discrimination in two parameters of the diffusion decision model: nondecision time and drift rate. An increase in drift rate predominantly characterized the category advantage in both tasks. Our results show that improved efficiency in perceptual evidence integration is a common driving force behind different manifestations of category advantage.
  • 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
    Second language tutoring using social robots: a large-scale study
    (Institute of Electrical and Electronics Engineers (IEEE), 2019) Vogt, Paul; van den Berghe, Rianne; de Haas, Mirjam; Hoffman, Laura; Montanier, Jean-Marc; Oudgenoeg-Paz, Ora; Garcia, Daniel Hernandez; Papadopoulos, Fotios; Schodde, Thorsten; Verhagen, Josje; Wallbridge, Christopher D.; Willemsen, Bram; de Wit, Jan; Belpaeme, Tony; Kopp, Stefan; Krahmer, Emiel; Leseman, Paul; Pandey, Amit Kumar; Department of Psychology; Department of Psychology; Department of Psychology; Department of Psychology; Department of Psychology; Göksun, Tilbe; Kanero, Junko; Küntay, Aylin C.; Mamuş, Ayşe Ezgi; Oranç, Cansu; Faculty Member; Researcher; Faculty Member; Researcher; Researcher; Department of Psychology; 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; 47278; N/A; 178879; N/A; N/A
    We present a large-scale study of a series of seven lessons designed to help young children learn English vocabulary as a foreign language using a social robot. The experiment was designed to investigate 1) the effectiveness of a social robot teaching children new words over the course of multiple interactions (supported by a tablet), 2) the added benefit of a robot's iconic gestures on word learning and retention, and 3) the effect of learning from a robot tutor accompanied by a tablet versus learning from a tablet application alone. For reasons of transparency, the research questions, hypotheses and methods were preregistered. With a sample size of 194 children, our study was statistically well-powered. Our findings demonstrate that children are able to acquire and retain English vocabulary words taught by a robot tutor to a similar extent as when they are taught by a tablet application. In addition, we found no beneficial effect of a robot's iconic gestures on learning gains.
  • Placeholder
    Publication
    A multidimensional investigation of pretend play and language competence: concurrent and longitudinal relations in preschoolers
    (Elsevier Science Inc, 2020) Aktan-Erciyes, Aslı; Tahiroğlu, Deniz; N/A; Department of Psychology; Kızıldere, Erim; Göksun, Tilbe; Master Student; Faculty Member; Department of Psychology; Graduate School of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; 47278
    Play is an important tool for children's social interactions and cognitive skills. The current study examines the links between pretend play and language in 119 Turkish preschoolers at two time points tested one-year apart (Time 1 M-age = 45.82 months and Time 2 M-age = 57.68 months). Preschoolers' language competence (linguistic complexity and receptive vocabulary) was assessed along with several pretend play measures (telephone task, imaginary pantomime task, pretense score from a free play session). Results showed that concurrently the telephone and imaginary pantomime task scores were associated with linguistic complexity at Time 1 and only the telephone score was related to linguistic complexity at Time 2. No concurrent associations were found between receptive vocabulary and pretend play measures. Furthermore, a longitudinal relation was found between language competence and one pretend play measure: Time 1 telephone score predicted Time 2 receptive vocabulary score. These findings are discussed in terms of the two domains potentially sharing the symbolic aspect as an underlying mechanism and social aspect through pretense creating contexts relevant to language development.
  • Placeholder
    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.
  • Placeholder
    Publication
    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.
  • Placeholder
    Publication
    Early event understanding predicts later verb comprehension and motion event lexicalization
    (American Psychological Association (APA), 2019) Department of Psychology; Department of Psychology; Erciyes, Aslı Aktan; Göksun, Tilbe; Researcher; Faculty Member; Department of Psychology; College of Social Sciences and Humanities; College of Social Sciences and Humanities; 291825; 47278
    Before infants produce words, they can discriminate changes in motion event components such as manner (how an action is performed) and path (trajectory of an action). Individual differences in nonlinguistic event categorization are related to children's later verb comprehension (Konishi, Stahl, Golinkoff, & Hirsh-Pasek, 2016). We asked: (a) Do infants learning Turkish, a verb-framed language, attend to both manner and path changes in motion events? (b) Is early detection of path and manner related to children's later verb comprehension and (c) how they describe motion events? Thirty-two Turkish-reared children were tested at three time points. At Time 1, infants (M-age = 14.5 months) were tested on their detection of changes in path and manner using the Preferential Looking Paradigm. At Time 2, children were tested on their receptive language skills (M-age = 22.07 months). At Time 3, children performed 3 tasks (M-age = 35.05 months): a verb comprehension task, an event description task depicting motion events with different path and manner combinations, and an expressive language task. The ability to detect changes in event components at Time 1 predicted verb comprehension abilities at Time 3, beyond general receptive and expressive vocabulary skills at Times 2 and 3. Infants who noticed changes in path and manner at Time 1 used fewer manner-only descriptions and more path-any descriptions (i.e., descriptions that included a path component with or without manner) in their speech at Time 3. These findings suggest that early detection of event components is associated not only with verb comprehension, but also with how children lexicalize event components in line with their native language.
  • Placeholder
    Publication
    The cost of changing language context: the language-dependent recall of fictional stories
    (Springer, 2023) Department of Psychology; Department of Psychology; Department of Psychology; Department of Psychology; Bilgin, Ezgi Büşra; Adıgüzel, Zeynep; Göksun, Tilbe; Gülgöz, Sami; Master Student; Master Student; Faculty Member; Faculty Member; Department of Psychology; N/A; N/A College of Social Sciences and Humanities; College of Social Sciences and Humanities; N/A; N/A; 47278; 49200
    Language-dependent recall refers to the language-specific retrieval of memories in which the retrieval success depends on the match between the languages of encoding and retrieval. The present study investigated language-dependent recall in terms of memory accuracy, false memory, and episodic memory characteristics in the free recall of fictional stories. We also asked how language-dependent memories were influenced by language proficiency and visual imagery. One hundred and thirty-seven native Turkish (L1) speakers who were second-language learners of English (L2) were divided into four groups in which they read fictional stories and then recalled them: (1) Turkish reading–Turkish recall, (2) English reading–English recall, (3) English reading–Turkish recall, (4) Turkish reading–English recall. Regardless of the match between L1 or L2, accuracy was higher when participants read and recalled the stories in the same language than when they did it in different languages, showing the language-dependent recall effect. Notably, the effect of match or mismatch between encoding and retrieval languages on accuracy did not depend on L2 proficiency and visual imagery. In addition, false memories were salient, particularly for participants who read the stories in L2 but retrieved them in L1. Overall, our findings suggest that accuracy-oriented memory research provides a comprehensive investigation of language-dependent recall, addressing the links of language-dependent memories with accuracy, false memory, and episodic memory characteristics.
  • Placeholder
    Publication
    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.