SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Özcan Oguzhan) "

Sökning: WFRF:(Özcan Oguzhan)

  • Resultat 1-10 av 12
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Aksit, Kaan, et al. (författare)
  • Head-worn Mixed Reality Projection Display Application
  • 2014
  • Ingår i: ACM International Conference Proceedings Series (ICPS). - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • The main goal of this research is to develop a mixed real- ity (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-of- view (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) allow- ing a focus-free and calibration-free display even on non-flat surfaces using laser scanning technology, (iv) enabling mul- tiple 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, com- fortable to wear and low cost head-mounted projection dis- play (HMPD) which acts as a stand-a-lone mobile system. Initial informal functionality tests have been successfully per- formed. 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. 
  •  
2.
  • Baumann, Konrad, et al. (författare)
  • EISH – Exercises in Studying HCI
  • 2007
  • Ingår i: Creativity 3.
  • Konferensbidrag (refereegranskat)abstract
    • This paper reports on the outcomes of the December 2006 CONVIVIO Faculty Forum and the proposed framework and guidelines for design exercises to stimulate creativity, developed at the Forum.
  •  
3.
  • Buruk, Oguz'Oz', et al. (författare)
  • Children in 2077: Designing children's technologies in the age of transhumanism
  • 2020
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries, institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human biology with technological augmentations. Fundamentally, it seeks to improve the human species, yet the impacts of such movement are unknown and the implications on children's lives and technologies were not explored deeply. In an age, where technologies such as under-skin chips or brain-machine interfaces can clearly be defined as transhumanist, our aim is to reveal probable pitfalls and benefits of those technologies on children's lives by using the power of design fiction. Thus, main contribution of this paper is to create diverse presentation of provocative research ideas that will foster the discussion on the transhumanist technologies impacting the lives of children in the future.
  •  
4.
  • Du, Jiaying, et al. (författare)
  • The effects of perceived USB-delay for sensor and embedded system development
  • 2016
  • Ingår i: Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBSVolume 2016. - 9781457702204 ; , s. 2492-2495
  • Konferensbidrag (refereegranskat)abstract
    • Perceiving delay in computer input devices is a problem which gets even more eminent when being used in healthcare applications and/or in small, embedded systems. Therefore, the amount of delay found as acceptable when using computer input devices was investigated in this paper. A device was developed to perform a benchmark test for the perception of delay. The delay can be set from 0 to 999 milliseconds (ms) between a receiving computer and an available USB-device. The USB-device can be a mouse, a keyboard or some other type of USB-connected input device. Feedback from performed user tests with 36 people form the basis for the determination of time limitations for the USB data processing in microprocessors and embedded systems without users' noticing the delay. For this paper, tests were performed with a personal computer and a common computer mouse, testing the perception of delays between 0 and 500 ms. The results of our user tests show that perceived delays up to 150 ms were acceptable and delays larger than 300 ms were not acceptable at all.
  •  
5.
  • Kade, Daniel, et al. (författare)
  • An Immersive Motion Capture Environment
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Motion capturing technology has been used for quite a while and several research has been done within this area. Nevertheless, we discovered open issues within current motion capturing environments. In this paper we provide a state-of-the-art overview of the addressed research areas and show issues with current motion capturing environments. Observations, interviews and questionnaires have been used to reveal the challenges actors are currently facing in a motion capturing environment. Furthermore, the idea to create a more immersive motion capturing environment to improve the acting performances and motion capturing outcomes as a potential solution is introduced. It is hereby the goal to explain the found open issues and the developed ideas which shall serve for further research as a basis. Moreover, a methodology to address the interaction and systems design issues is proposed. A future outcome could be that motion capture actors are able to perform more naturally, especially if using a non-body-worn solution.
  •  
6.
  • Kade, Daniel, 1984-, et al. (författare)
  • Evaluation of a Mixed Reality Projection Display to Support Motion Capture Acting
  • 2016
  • Ingår i: 13th EAI International Conference on Mobile and Ubiquitous Systems.
  • Konferensbidrag (refereegranskat)abstract
    • We present an evaluation of our mixed reality prototype for motion capture acting, tested with experienced motion capture actors. Motion capture acting requires trained and experienced actors who can highly rely on their acting and imagination skills. This is especially the case when preparation times are short and scenery needs to be imagined. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our prototype with experienced motion capture actors performing short acting scenes. We also evaluated the prototype’s usefulness for motion capture with four actors and four motion capture experts. The actors and experts considered our application helpful, especially as a rehearsal tool to prepare performances before motion capture shoots. They indicated that our application could reduce the time to prepare performances support the preparation of physical acting scenarios.
  •  
7.
  • Kade, Daniel, 1984- (författare)
  • Head-mounted Projection Display to Support and Improve Motion Capture Acting
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Current and future animations seek for realistic motions to create an illusion of authentic and believable animations. A technology widely used to support this process is motion capture. Therefore, motion capture actors are used to enrich the movements of digital avatars with suitable and believable motions and emotions.Acting for motion capture, as it is performed today, is a challenging work environment for actors and directors. Short preparation times, minimalistic scenery, limited information about characters and the performance as well as memorizing movements and spatial positions requires actors who are trained and able to highly rely on their acting and imagination skills. In many cases these circumstances can lead to performances with unnatural motions such as stiff looking and emotionless movements, as well as less believable characters. To compensate this, time-consuming repetitions of performances or post-processing of motion capture recordings is needed.To improve this, we explore the possibilities of acting support and immersion through an interactive system supporting motion capture actors during their performances. In this process, we use an approach that combines research methods from interaction design and computer science. For our research, we firstly identify the challenges actors are facing in motion capture, as well as suggest possible concepts to support the actors. Thereafter, we explore initial prototypes built to support actors during their performance in a motion capture studio. The resulting insights from these initial prototypes led to the design exploration and development of a mixed reality head-mounted projection display that allows showing virtual scenery to the actors and provides real-time acting support. Thereafter, we describe our developed mixed reality application and our findings on how hardware and software prototypes can be designed as acting support, usable in a motion capture environment. A working prototype allowing to evaluate actors' experiences and performances was built as a proof-of-concept.Additionally, we explored the possibility to use our developed mixed reality prototype in other fields and investigated its applicability for computer games and as an industrial simulator application.Finally, we conducted user studies with traditionally trained theatre and TV actors, experienced motion capture actors and experts, evaluating the experiences with our prototype. The results of these user studies indicate that our application makes it easier for motion capture actors to get into demanded moods and to understand the acting scenario. Furthermore, we show a prototype that complies with the requirements of a motion capture environment, that has the potential to improve motion capture acting results and supports actors with their performances.
  •  
8.
  • Kade, Daniel, 1984-, et al. (författare)
  • Low-cost mixed reality simulator for industrial vehicle environments
  • 2016
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Volume 9740. - Cham : Springer International Publishing. - 9783319399065 ; , s. 597-608
  • Konferensbidrag (refereegranskat)abstract
    • High-end industrial vehicle simulators are generally expensive and aim at providing a high level of realism. The access to such simulators is often a limited resource to researchers and developers who find themselves using a PC-based simulator instead. We challenge this approach by introducing a low-cost mixed reality simulator for industrial vehicles that allows to test new vehicle control concepts and design ideas in a rapid prototyping manner. Our simulator prototype consists of a head-mounted projection display, a CAVE-like room covered with a retro-reflective cloth and a rotatable chair with controls to steer an industrial vehicle. The created digital environment represents an obstacle course for an excavator and can be controlled by a joystick, a keyboard and can be explored by natural head movements. Performed user tests with 21 participants showed that the mixed reality simulator is perceived as more realistic, natural to use and provides a more immersive experience than a PC-based simulator with the same environment and controls.
  •  
9.
  • Kade, Daniel, 1984-, et al. (författare)
  • Supporting Acting Performances Through Mixed Reality and Virtual Environments
  • 2016
  • Ingår i: Proceedings of SETECEC 2016.
  • Konferensbidrag (refereegranskat)abstract
    • Motion capture actors need to deal with short preparation times and highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality application that allows showing digital acting environments while performing and tested our prototype with 6 traditionally trained theatre and TV actors. As a result, these 6 actors indicated that our application supported them getting into the demanded acting moods with less unrequired emotions. The acting scenario was also better understood with less need of explanation than when just discussing the scenario, as commonly done in theatre acting.
  •  
10.
  • Kade, Daniel, 1984- (författare)
  • Towards Immersive Motion Capture Acting : Design, Exploration and Development of an Augmented System Solution
  • 2014
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Current and future animations seek for realistic motions to create a perception of authentic and human-like animations. A technology widely used for such purposes is motion capture. Therefore, to create such human-like animations, motion capture actors enrich the movements of digital avatars with realistic and believable motions and emotions.Acting for motion capture, as it is performed today, does not provide a natural acting environment. This is mostly because motion capture actors do not see and feel the virtual environment they act for, while acting. In many cases this can result in unnatural motions such as stiff looking and emotionless movements.To investigate ways to solve this, we first identify the challenges actors are facing as well as concepts to support a motion capture actor. Furthermore, we discussed, how the task of supporting motion capture actors was approached and which factors were discovered to provide support when designing and im- plementing a solution. Initial prototypes have been created to address the men- tioned issues and to find suitable solutions to support and immerse motion cap- ture actors during their performance. For this thesis, one goal was to conduct research by focusing on the question: What are the experiential qualities of immersion in an interactive system to create an immersive acting environment that supports motion capture actors.The developed application provides a flexibility to set up and modify digital assets and scenes quickly and with an easy to use interface. Furthermore, the prototype helps to provide an understanding on which hardware and software prototypes can be designed and used to build an immersive motion capture environment. The built prototype allows to investigate user experiences, user tests and the satisfaction of users and their effects on motion capture acting. 
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 12
Typ av publikation
konferensbidrag (10)
doktorsavhandling (1)
licentiatavhandling (1)
Typ av innehåll
refereegranskat (10)
övrigt vetenskapligt/konstnärligt (2)
Författare/redaktör
Özcan, Oguzhan (10)
Kade, Daniel, 1984- (6)
Lindell, Rikard (5)
Ürey, Hakan (4)
Kade, Daniel (3)
Göksun, Tilbe (2)
visa fler...
Lindén, Maria (1)
Aksit, Kaan (1)
Thibault, Mattia (1)
Coşkun, Aykut (1)
Bannon, Liam (1)
Baumann, Konrad (1)
Kotzé, Paula (1)
Oestreicher, Lars (1)
Varey, Alison (1)
van Greunen, Darelle (1)
van det Veer, Gerrit (1)
Petrie, Helen (1)
Mavrommati, Irene (1)
Garay-Vitoria, Nesto ... (1)
Jounila, Ilari (1)
Purgathofer, Peter (1)
Alexandra Silva, Pau ... (1)
Baykal, Gökçe Elif (1)
Baytas, Mehmet Aydin ... (1)
Gerdtman, Christer (1)
Buruk, Oguz'Oz' (1)
Acar, Selçuk (1)
Akduman, Güler (1)
Beşevli, Ceylan (1)
Best, Joe (1)
Genç, Hüseyin Ugur (1)
Kocaballi, A. Baki (1)
Laato, Samuli (1)
Mota, Cássia (1)
Papangelis, Konstant ... (1)
Raftopoulos, Marigo (1)
Ramchurn, Richard (1)
Sádaba, Juan (1)
Wolff, Annika (1)
Yildiz, Mert (1)
Obaid, Mohammad (1)
Holstein, Tobias (1)
Wallmyr, Markus (1)
Du, Jiaying (1)
Özcan, Oguzhan, Prof ... (1)
Lindell, Rikard, Ass ... (1)
Fjeld, Morten, Profe ... (1)
Özcan, Oguzhan, Prof ... (1)
Fjeld, Morten, Prof. (1)
visa färre...
Lärosäte
Mälardalens universitet (9)
Uppsala universitet (2)
Chalmers tekniska högskola (1)
Språk
Engelska (12)
Forskningsämne (UKÄ/SCB)
Naturvetenskap (6)
Teknik (3)
Samhällsvetenskap (2)
Humaniora (1)

År

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy