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Träfflista för sökning "WFRF:(Aydın Baytaş Mehmet) "

Sökning: WFRF:(Aydın Baytaş Mehmet)

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1.
  • Aydın Baytaş, Mehmet, et al. (författare)
  • iHDI 2020: Interdisciplinary Workshop on Human-Drone Interaction
  • 2020
  • Ingår i: Proceedings of CHI'20 Extended abstracts. - Honolulu, HI, USA April 2020 : ACM. - 9781450368193
  • Konferensbidrag (refereegranskat)abstract
    • Human-drone interaction (HDI) is becoming a ubiquitous topic in daily life, and a rising research topic within CHI. Knowledge from a wealth of disciplines – design, engineering, social sciences, and humanities – can inform the design and scholarship of HDI, and interdisciplinary communication is essential to this end. The Interdisciplinary Workshop on Human-Drone Interaction (iHDI 2020) aims to bring together diverse perspectives; advancing HDI and its scholarship through a rich variety of activities involving an assortment of research, design, and prototyping methods. The workshop intends to serve as a platform for a diverse community that continuously builds on each other’s methodsand philosophies, towards results that “take off.”
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2.
  • Baytas, Mehmet Aydin, 1988, et al. (författare)
  • Agent archetypes for human-drone interaction: Social robots or objects with intent?
  • 2020
  • Ingår i: CEUR Workshop Proceedings. - 1613-0073. ; 2617
  • Konferensbidrag (refereegranskat)abstract
    • Departing from our earlier work on conceptualizing "social drones," we enrich the discussion using notions of "agent archetypes" and "objects with intent" from recent interaction design literature. We briefly unpack these notions, and argue that they are useful in characterizing both design intentions and human perceptions. Thus they have the potential to inform the creation and study of HDI artifacts. Upon these notions, we synthesize relevant implications and directions for design research, in the form of research questions and design challenges. These questions and challenges inform our current and future work. We submit our resources, arguments, aims, and hypotheses to the iHDI 2020 community as a reflective exercise, aiming to refine our work in synergy with other participants.
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3.
  • Baytas, Mehmet Aydin, et al. (författare)
  • LabDesignAR: Configuring multi-camera motion capture systems in augmented reality
  • 2017
  • Ingår i: Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST. - New York, NY, USA : ACM. - 9781450355483 ; Part F131944
  • Konferensbidrag (refereegranskat)abstract
    • We present LabDesignAR, an augmented reality application to support the planning, setup, and reconfiguration of marker-based motion capture systems with multiple cameras. LabDesignAR runs on the Microsoft HoloLens and allows the user to place an arbitrary number of virtual "holographic" motion capture cameras into an arbitrary space, in situ. The holographic cameras can be arbitrarily positioned, and different lens configurations can be selected to visualize the resulting fields of view and their intersections. LabDesignAR also demonstrates a hybrid natural gestural interaction technique, implemented through a fusion of the vision-based hand tracking capabilities of an augmented reality headset and instrumented gesture recognition with an electromyography armband. The source code for LabDesignAR and its supporting components can be found online.
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4.
  • Baytas, Mehmet Aydin, 1988, et al. (författare)
  • Stakeholders and Value in the NFT Ecosystem : Towards a Multi-disciplinary Understanding of the NFT Phenomenon
  • 2022
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Non-fungible tokens (NFTs) have been a defining trend for design, technology, and business in 2021. The value, legitimacy, and utility of NFTs is disputed: proponents highlight revolutionary economic and cultural potentials of an open, secure, and immutable ownership database, while opponents are displeased by the environmental issues and abundant wrongdoing in the ecosystem. Nevertheless, the phenomenon is relevant to HCI, and signifies important developments for future interactive products. To better understand the NFT phenomenon, and to inform future HCI research and design, we investigated the stakeholders in the NFT ecosystem and relations between them. Based on open data we mined from the social news website Hacker News, we contribute the first data-backed model of stakeholders in the NFT ecosystem. The model reveals a nuanced account of the outlooks of creators, owners, and technologists; identifies investment firms and auction houses as arbiters of knowledge and value; and presents implications for future research.
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5.
  • Baytas, Mehmet Aydin, et al. (författare)
  • The design of social drones: A review of studies on autonomous flyers in inhabited environments
  • 2019
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • © 2019 Copyright held by the owner/author(s). The design space of social drones, where autonomous flyers operate in close proximity to human users or bystanders, is distinct from use cases involving a remote human operator and/or an uninhabited environment; and warrants foregrounding human-centered design concerns. Recently, research on social drones has followed a trend of rapid growth. This paper consolidates the current state of the art in human-centered design knowledge about social drones through a review of relevant studies, scaffolded by a descriptive framework of design knowledge creation. Our analysis identified three high-level themes that sketch out knowledge clusters in the literature, and twelve design concerns which unpack how various dimensions of drone aesthetics and behavior relate to pertinent human responses. These results have the potential to inform and expedite future research and practice, by supporting readers in defining and situating their future contributions. The materials and results of our analysis are also published in an open online repository that intends to serve as a living hub for a community of researchers and designers working with social drones.
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6.
  • Baytas, Mehmet Aydin, et al. (författare)
  • Towards materials for computational heirlooms: Blockchains and wristwatches
  • 2018
  • Ingår i: DIS 2018 - Proceedings of the 2018 Designing Interactive Systems Conference. - New York, NY, USA : ACM. ; , s. 703-718
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores the contrasting notions of "permanance and disposability," "the digital and the physical," and "symbolism and function" in the context of interaction design. Drawing from diverse streams of knowledge, we describe a novel design direction for enduring computational heirlooms based on the marriage of decentralized, trustless software and durable mobile hardware. To justify this concept, we review prior research; attempt to redefine the notion of "material;" propose blockchain-based software as a particular digital material to serve as a substrate for computational heirlooms; and argue for the use of mobile artifacts, informed in terms of their materials and formgiving practices by mechanical wristwatches, as its physical embodiment and functional counterpart. This integration is meant to enable mobile and ubiquitous interactive systems for the storing, experiencing, and exchanging value throughout multiple human lifetimes; showcasing the feats of computational sciences and crafts; and enabling novel user experiences.
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7.
  • 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.
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8.
  • Gamboa, Mafalda, 1988, et al. (författare)
  • Wisp: Drones as Companions for Breathing
  • 2023
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. - 9781450399777
  • Konferensbidrag (refereegranskat)abstract
    • The spectrum of applications for social drones is broadening as they become an increasingly accessible technology. In order to expand on the immensely rich but poorly researched field of Human-Drone Interaction (HDI), we present a minimal, explorative, and anti-solutionist design. We describe the first steps of a Research through Design (RtD) project focused on the concept-driven exploration of an unlikely pairing: drones and breathing. We present Wisp, a micro-drone probe controlled by a user's breath. Informed by experts on breathing, drawing inspiration from soma design, Wisp is described as platform for the development of defamiliarising views towards intimate somatic interactions between humans and drones. In this paper we describe the initial studies in a RtD development process, including expert interviews, prototyping, and informal evaluations. We contribute to the field of HDI with a design composite framework combining soma design and slow technology for exploratory somatic slow interactions between humans and drones.
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9.
  • Ghiurãu, Florin Timotei, et al. (författare)
  • ARCAR: On-Road Driving in Mixed Reality by Volvo Cars
  • 2020
  • Ingår i: UIST 2020 - Adjunct Publication of the 33rd Annual ACM Symposium on User Interface Software and Technology. - New York, NY, USA : ACM. ; , s. 62-64
  • Konferensbidrag (refereegranskat)abstract
    • ARCAR is a proof-of-concept headset-based mixed reality experience, for use by a driver in full control of a moving vehicle. The functional prototype has been implemented using a high end video pass-through mixed reality headset, and tested on roads (closed to external traffic) at conventional driving speeds. Our implementation embodies acceptable solutions to a number of current challenges that have been in the way of in-car XR applications, and enables a wealth of research. ARCAR is intended to serve as a research platform in the near future, enabling investigations on topics which include safety, design, perceived quality, and consumer applications.
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10.
  • Hendriks, Sjoerd, et al. (författare)
  • Azalea: Co-experience in remote dialog through diminished reality and somaesthetic interaction design
  • 2021
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • We introduce Azalea: a design to enrich remote dialog by diminishing externalities, created through a process informed by somaesthetics. Azalea is a tactile cushion that envelops a smartphone running a bespoke app. A pair of Azaleas mediate an embodied co-experience between remote interlocutors via a motion-driven soundscape and audio-driven visuals. While most designs for enriching remote communication increase dimensionality and fdelity of modalities, Azalea diminishes distractions and serves an abstract medium for co-experiencing embodied information. We present the theoretical foundations and design tactics of Azalea, and characterize the experience through a qualitative empirical study. Our fndings culminated in 12 qualities, supporting 5 themes with design implications that contribute to (1) a design ethos of diminished reality and (2) an expansion of somaesthetic HCI towards expression and communication.
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