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Sökning: WFRF:(Coşkun Aykut)

  • Resultat 1-3 av 3
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1.
  • Andersson, Robin, 1990, et al. (författare)
  • Defining gestural interactions for large vertical touch displays
  • 2017
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Cham : Springer International Publishing. - 1611-3349 .- 0302-9743. ; 10513, s. 36-55, s. 36-55
  • Konferensbidrag (refereegranskat)abstract
    • As new technologies emerge, so do new ways of interacting with the digital domain. In this paper, the touch interaction paradigm is challenged for use on large touch displays of 65 in. in size. We present a gesture elicitation study with 26 participants carried out on twelve actions commonly used on touch displays. The results and analysis of 312 touch gestures revealed agreement rates for each action. We report several findings including the results of a set of ten unique (and a few secondary) gestures, a taxonomy classifying the defined gestures, a pilot study on the defined gestures, and explicit design implications. We discuss the results and include several important factors for future considerations. We aim at helping future designers and engineers to design interactions for large touch displays.
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2.
  • 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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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.
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  • Resultat 1-3 av 3

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