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Träfflista för sökning "WFRF:(Ozcan Oguzhan) "

Sökning: WFRF:(Ozcan Oguzhan)

  • Resultat 1-5 av 5
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1.
  • Du, Jiaying, et al. (författare)
  • Perception of Delay in Computer Input Devices Establishing a Baseline for Signal Processing of Motion Sensor Systems
  • 2016
  • Ingår i: The 3rd EAI International Conference on IoT Technologies for HealthCare HealthyIoT'16. - Västeraås, Sweden : Springer International Publishing. ; , s. 107-112
  • Konferensbidrag (refereegranskat)abstract
    • New computer input devices in healthcare applications using small embedded sensors need firmware filters to run smoothly and to provide a better user experience. Therefore, it has to be investigated how much delay can be tolerated for signal processing before the users perceive a delay when using a computer input device. This paper is aimed to find out a threshold of unperceived delay by performing user tests with 25 participants. A communication retarder was used to create delays from 0 to 100 ms between a receiving computer and three different USB-connected computer input devices. A wired mouse, a wifi mouse and a head-mounted mouse were used as input devices. The results of the user tests show that delays up to 50ms could be tolerated and are not perceived as delay, or depending on the used device still perceived as acceptable.
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2.
  • Kade, Daniel, et al. (författare)
  • Acting 2.0 : When Entertainment Technology Helps Actors to Perform
  • 2015
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. - 9781450338523
  • Konferensbidrag (refereegranskat)abstract
    • Motion capture shoots involve a wide range of technology and entertainment production systems such as motion capture cameras, tracking software and digital environments to create entertainment applications. However, acting in this high-tech environment is still traditional and brings its own challenges to the actors. Good acting and imagination skills are highly needed for many motion capture shoots to deliver satisfying results. In our research, we are exploring how to support the actors and use a head-mounted projection display to create a mixed reality application helping actors to perform during motion capture shoots. This paper presents the latest enhancements of our head-mounted projection display application and dis- cusses the use of this technology for motion capture acting as well as the potential use for entertainment purposes.
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3.
  • Kade, Daniel, et al. (författare)
  • Head-mounted mixed reality projection display for games production and entertainment
  • 2015
  • Ingår i: Personal and Ubiquitous Computing. - : Springer Science and Business Media LLC. - 1617-4909 .- 1617-4917. ; 19:3-4, s. 509-521
  • Tidskriftsartikel (refereegranskat)abstract
    • This research presents a mixed reality (MR) application that is designed to be usable during a motion capture shoot and supports actors with their task to perform. Through our application, we allow seeing and exploring a digital environment without occluding an actor's field of vision. A prototype was built by combining a retroreflective 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 presented system was demonstrated in an initially published paper. Here, we extend these research results with our advances and discuss the potential use of our prototype in gaming and entertainment applications. To explore this potential use case, we built a gaming application using our MR prototype and tested it with 45 participants. In these tests, we use head movements as rather unconventional game controls. According to the performed user tests and their feedback, our prototype shows a potential to be used for gaming applications as well. Therefore, our MR prototype could become of special interest because the prototype is lightweight, allows for freedom of movement and is a low-cost, stand-alone mobile system. Moreover, the prototype also allows for 3D vision by mounting additional hardware.
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4.
  • Ozcan, Oguzhan, et al. (författare)
  • The Role of Traditional Shadow Play on Creativity in Interaction Design
  • 2007
  • Konferensbidrag (refereegranskat)abstract
    • Interaction design within the area of Human Computer Interaction has been around at least the last half of the twentieth century. However, some argue that interaction design has been a part of the human experience much longer. Throughout history, different cultures did have different techniques for the art of interactive performance, in parallel with the developing technology. These techniques were quite different from today’s computer interfaces and ourway of looking at it. It is believed that, today, if we can understand the philosophy behind these techniques of different cultures from different parts of the world, we can make an important improvement in producing designs that go beyond the limitations of two-dimensional interfaces for interactive media design. From this reality, we face the challenge of reinterpreting the early performance techniques by using the advantages of today’s technology. This challenge can be developed in such a way that it may be possible to add new dimensions to our concepts of interactive media design by examining the techniques of the art of show of past cultures. There are many examples in history to answer the articulated challenges. One of them is the technique of “shadow play” which is quite parallel to interactive media. In this paper, by looking into the typology of the traditional “shadow play”, the challenge of developing these new concepts for interactive media is examined by 10 projects which belong to 40 European Design Students who joint European Interaction Design Summer School funded by European Union ERASMUS Intensive Program. (Please see projects at http://www.khas.edu.tr/idss and please see detailed philosophy at http://idcourse.hku.nl/)
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5.
  • Unluer Cimen, Adviye Ayca, 1980, et al. (författare)
  • The Effectiveness of Mime-Based Creative Drama Education for Exploring Gesture-Based User Interfaces
  • 2018
  • Ingår i: International Journal of Art and Design Education. - : Wiley. - 1476-8062. ; 37:3, s. 353-366
  • Tidskriftsartikel (refereegranskat)abstract
    • User interfaces that utilise human gestures as input are becoming increasingly prevalent in diverse computing applications. However, few designers possess the deep insight, awareness and experience regarding the nature and usage of gestures in user interfaces to the extent that they are able to exploit the technological affordances and innovate over them. We argue that design students, who will be expected to envision and create such interactions in the future, are constrained as such by their habits that pertain to conventional user interfaces. Design students should gain an understanding of the nature of human gestures and how to use them to add value to UI designs. To this end, we formulated an awareness course' for design students based on concepts derived from mime art and creative drama. We developed the course iteratively through the involvement of three groups of students. The final version of the course was evaluated by incorporating the perspectives of design educators, an industry expert and the students. We present the details of the course, describe the development process, and discuss the insights revealed by the evaluations.
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  • Resultat 1-5 av 5

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