Arzu Güneysu

dblp:215/6512 · also Arzu Guneysu Ozgur · DBLP profile ↗
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19ranked-venue papers
9as first author
12since 2021 · last 2025
0000-0003-2282-9939ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 19 · 9 first-author · 12 since 2021Artificial intelligence and machine learning · 9 · 6 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 5 first-author · 4 since 2021
YearPublicationVenuePosition
2025 Child-centered Interaction and Trust in Conversational AI
abstract
As children face global challenges, creating environments that nurture hope and empower them to shape a fair, transparent future is essential.Conversational AI systems (CAIs) offer opportunities for cognitive and emotional growth, with trust built through transparent, responsive interactions.This workshop offers participants a hands-on opportunity to analyze child-CAI interactions, bringing their own use cases alongside pre-recorded examples from five countries provided by organizers.In collaboration with a diverse group of stakeholders, the focus will be on identifying the human factors that influence trust in child-AI interactions, aiming to advance guidelines for building transparent, trustworthy conversational AI systems.
Grazia Ragone, Zhen Bai 0002, Judith Good, Arzu Güneysu, Elmira Yadollahi
IDC4
2025 Smarter Waiting: Understanding and Enhancing Children's Queue Experience in Digital Chats with AI-Powered Storytelling
abstract
With the growing use of digital platforms for professional chat support, waiting time has become a major source of frustration, especially in digital mental health services for children, where many leave the queue before receiving help. This paper explores how an AI-powered interactive feature can improve children’s queue experience by identifying key design and functional requirements and evaluating its impact on engagement, boredom, and perceived waiting time. Through a Design Thinking process, two iterations were conducted: a low-fidelity prototype co-designed with children and experts, and a high-fidelity prototype featuring an LLM-based storytelling agent. The findings underscore the importance of safety, transparency, emotional expression, and personalization in child-AI interactions, showing that storytelling agents can reduce boredom and enhance engagement while children wait.
Rahil Somayeh Jafaritazehjani, Vilma Christensen, Arzu Güneysu
HAI3
2025 AI-Enhanced Interactive Storytelling: Supporting Executive Functions and Cultural Learning Through Participatory Design
abstract
This paper explores the co-design of an Interactive Digital Narrative (IDN) aimed at supporting the development of executive function (EF) in young children through culturally grounded interactive storytelling. Adopting a user-centered design approach, the research followed a five-phase iterative process involving nine participants from various disciplines, including social sciences, education, and Artificial Intelligence (AI), as well as parents. Three co-design workshops were conducted: (1) to integrate Swedish culture and values into the IDN, (2) to embed EF-stimulating interactions based on parent-child play, and (3) to conceptualise an AI-enhanced support tool for parent-child storytelling and cognitive development. Thematic analysis was employed to extract design insights from the audio recording of the workshops. These insights informed the development of a high-fidelity prototype featuring culturally resonant story elements that can support the development of EF in young children. Additionally, by positioning parents as companions rather than instructors and by embedding EF-supportive design into a joyful storytelling context, this work provides a framework for designing IDNs that are both pedagogically effective and playful for young children. This paper presents initial results of co-design of this IDN.
Gabriele Leonelli, Arzu Güneysu
HAI2
2025 Fusion in Context: A Multimodal Approach to Affective State Recognition
abstract
Accurate recognition of human emotions is a crucial challenge in affective computing and human-robot interaction (HRI). Emotional states play a vital role in shaping behaviors, decisions, and social interactions. However, emotional expressions can be influenced by contextual factors, leading to misinterpretations if context is not considered. Multimodal fusion, combining modalities like facial expressions, speech, and physiological signals, has shown promise in improving affect recognition. This paper proposes a transformer-based multimodal fusion approach that leverages facial thermal data, facial action units, and textual context information for context-aware emotion recognition. We explore modality-specific encoders to learn tailored representations, which are then fused and processed by a shared transformer encoder to capture temporal dependencies and interactions. The proposed method is evaluated on a dataset collected from participants engaged in a tangible tabletop Pacman game designed to induce various affective states. Our results demonstrate improvements from incorporating contextual information and multimodal fusion, achieving 89% F1 score with our full model compared to 65% for action units alone and 30% for thermal data alone.
Youssef Mohamed, Séverin Lemaignan, Arzu Güneysu, Patric Jensfelt, Christian Smith
RO-MAN3
2025 Are You an Expert? Instruction Adaptation Using Multi-Modal Affect Detections with Thermal Imaging and Context
abstract
Human-robot interactions increasingly require adaptive instruction delivery, yet robots struggle to calibrate instruction detail levels without explicit user input. We present a system that automatically modulates instruction granularity using real-time affect detection through multi-modal fusion of thermal imaging, facial expressions, and contextual information. Our transformer-based architecture integrates these signals to enable decisions about instruction delivery based on detected user states. In a between-subjects study (N=40), participants completed assembly tasks under either manual adjustment or automatic adaptation conditions. Results showed significantly fewer manual adjustments in the adaptive condition (0.7 vs 2.0 per session), with comparable user satisfaction across conditions. This work shows the effectiveness of affect-driven adaptive instruction in human-robot interaction, contributing to more responsive robotic interfaces while providing guidelines for balancing automation with user control.
Youssef Mohamed, Séverin Lemaignan, Arzu Güneysu, Patric Jensfelt, Christian Smith
RO-MAN3
2024 Enhancing Autism Therapy through Smart Tangible-Based Digital Storytelling: Co-Design of Activities and Feasibility Study
abstract
Storytelling is an effective evidence-based practice as an accepted intervention by therapists for the therapy of children with autism spectrum disorder (ASD). Digital storytelling, particularly using smart tangibles, offers a structured, interactive and engaging environment for children with ASD allowing for repetition, offering feedback with visual supports, and giving the child more authority over the learning experience.
Arzu Güneysu, Helena Isabel Silva Reis, Sanna Kuoppamäki, Cristina Sylla
IDC1
2023 Lessons Learned from in the Wild Child-Robot Interaction in Multiple Ecosystems of Care and Education
abstract
We present here some lessons learned from observations and applications of child-robot interaction research in diverse ecosystems such as schools, therapy centers, and hospitals, where the interaction was facilitated in real-world circumstances rather than lab settings. Specifically, we use observational results from our reflections on multiple child-robot interaction practices in the wild conducted over a 9-year research period. Using these exploratory studies, we outline some general design considerations and adaptation guidelines for improving the design and implementation of robotic systems in healthcare and education that might lead to more practical, feasible, and ethically sustainable results.
Arzu Güneysu, Elmira Yadollahi, Bipin Indurkhya
HAI1
2023 Teacher's Perception on Social Robots to Promote the Integration of Children with Migration Background
abstract
This paper describes the first steps of an ongoing participatory design with teachers from Switzerland to co-create Human-Robot Interaction setups for integrating children with migration history. The herein presented phase had two main goals: (i) initially mapping the current issues and the teachers’ strategy when integrating these children, and (ii) understanding teachers’ perceptions regarding social robots for this goal. Results show that teachers we interviewed are already using technology to communicate with immigrant children, not necessarily for inclusion or promote socialisation with their peers, but simply to understand them. Findings also point to a well-defined application of social robots in inclusion activities, even when never seeing or using them, which contradicts previous results in the literature and which gives potential ways to unfold the next steps of the participatory design.
Daniel Tozadore, Arzu Güneysu, Sanna Kuoppamäki
HAI2
2022 Designing Tangible Robot Mediated Co-located Games to Enhance Social Inclusion for Neurodivergent Children
abstract
Neurodivergent children with cognitive and communicative difficulties often experience a lower level of social integration in comparison to neurotypical children. Therefore it is crucial to understand social inclusion challenges and address exclusion. Since previous work shows that gamified robotic activities have a high potential to enable inclusive and collaborative environments we propose using robot-mediated games for enhancing social inclusion. In this work, we present the design of a multiplayer tangible Pacman game with three different inter-player interaction modalities: semi-dependent collaborative, dependent collaborative, and competitive. The initial usability evaluation and the observations of the experiments show the benefits of the game for creating collaborative and cooperative practices for the players and thus also potential for social interaction and social inclusion. Importantly, we observe that inter-player interaction design affects the communication between the players and their physical interaction with the game.
Arzu Güneysu, Ali Reza Majlesi, Victor Taburet, Sebastiaan A. Meijer, Iolanda Leite, Sanna Kuoppamäki
IDC1
2022 Designing Online Multiplayer Games with Haptically and Virtually Linked Tangible Robots to Enhance Social Interaction in Therapy
abstract
The social aspects of therapy and training are important for patients to avoid social isolation and must be considered when designing a platform, especially for home-based rehabilitation. We proposed an online version of the previously proposed tangible Pacman game for upper limb training with haptic-enabled tangible Cellulo robots. Our main objective is to enhance motivation and engagement through social integration and also to form a gamified multiplayer rehabilitation at a distance. Thus, allowing relatives, children, and friends to connect and play with their loved ones while also helping them with their training from anywhere in the world. As well as connecting therapists to their patients through haptically linking capabilities. This is especially relevant when there are social distancing measures which might isolate the elderly population, a majority of all rehabilitation patients.
Arzu Güneysu, Hala Khodr, Mehdi Akeddar, Michael Roust, Pierre Dillenbourg
RO-MAN1
2021 Smart Toys++: Exploiting the Social Connectedness for Playing and Learning
abstract
Under the umbrella of smart toys, a myriad of interactive systems have addressed a variety of scenarios considering entertainment, education, sustainability, social and environmental learning through play. Tangibles and small toy robots prevail; but interaction technology based on wearables, conversational interfaces or augmented reality may also be part of this landscape to implement smart toys that are both social and/or connected. In the second edition of this workshop, we set a special focus on challenges associated to opening smart toys to different degrees of ”connectedness”, and reflecting on concerns regarding data privacy and ethics when smart toys are reframed to function in a connected way. After the pandemic, social isolation forced us to change the way we interact with each other. We are convinced that smart technologies can open new avenues for promoting social connectedness enabling more interactive playing and learning activities.
Alejandro Catalá, Cristina Sylla, Arzu Güneysu
IDC3
2021 Detecting Compensatory Motions and Providing Informative Feedback During a Tangible Robot Assisted Game for Post-Stroke Rehabilitation
abstract
Gamified rehabilitation tackles the problem of keeping patients engaged in, and motivated to do physical rehabilitation to improve its efficacy. However, with respect to standard rehabilitation, patients are freer to move about and may compensate their motion difficulties with parasite movements, which would greatly reduce the efficacy of the rehabilitation. To identify and characterize compensatory motions, we collected and analyzed video data of people playing the "tangible Pacman" game (an upper-limb rehabilitation game in which a patient moves a semi-passive robot, the "Pacman", on a map to collect 6 apples, while being chased by one or two autonomous robots, the "ghosts"). Participants include 10 healthy elderly adults and 10 chronic stroke patients, who played multiple runs of the game, with different sized maps and various game configurations. By analyzing the video recordings we successfully identified higher shoulder and torso lateral tilt compensation in stroke patients and developed a proof-of-concept compensatory motion detection system which relies on a wearable Inertial Measurement Unit and ROS to provide in-game, real-time visual feedback on compensation.
Arzu Güneysu, Hala Khodr, Barbara Bruno, Nicolas Gandar, Maximilian Jonas Wessel, Friedhelm Hummel, Pierre Dillenbourg
RO-MAN1
2020 Using tabletop robots to promote inclusive classroom experiences
abstract
Geometry and handwriting rely heavily on the visual representation of basic shapes. It can become challenging for students with visual impairments to perceive these shapes and understand complex spatial constructs. For instance, knowing how to draw is highly dependent on spatial and temporal components, which are often inaccessible to children with visual impairments. Hand-held robots, such as the Cellulo robots, open unique opportunities to teach drawing and writing through haptic feedback. In this paper, we investigate how these tangible robots could support inclusive, collaborative learning activities, particularly for children with visual impairments. We conducted a user study with 20 pupils with and without visual impairments, where they engaged in multiple drawing activities with tangible robots. We contribute novel insights on the design of children-robot interaction, learning shapes and letters, children engagement, and responses in a collaborative scenario that address the challenges of inclusive learning.
Isabel Neto, Wafa Johal, Marta Couto, Hugo Nicolau, Ana Paiva 0001, Arzu Güneysu
IDC6
2020 Design of Dynamic Tangible Workspaces for Games: Application on Robot-Assisted Upper Limb Rehabilitation
abstract
A key element for the success of any game is its ability to produce a different experience at each round, thus keeping the player engagement high. This is particularly important for those games that also have a serious objective, such as gamified rehabilitation systems, aiming at encouraging patients in performing home rehabilitation exercises. In all cases, a game element which is typically static is the workspace, i.e. the "floor" upon which the game takes place. This is especially true for robot-assisted rehabilitation games, where the workspace must satisfy the requirements given by the robot's locomotion and localization systems, as well as the patient's exercise motion requirements.In this article we present a simple yet effective solution for designing dynamic and customizable tangible workspaces, which relies on hexagonal tiles and our previously proposed Cellulo localization system. These "hextiles" can be easily tangibly rearranged at each game round to yield a desired workspace shape and configuration, allowing tabletop mobile robots to move continuously within each new workspace. We ground our solution in the context of robot-assisted rehabilitation, where high adaptability is crucial for the efficacy of the solution, and propose a dynamic extension of our "tangible Pacman" rehabilitation game.Experiments show that the proposed solution allows for adaptation in range of motions, exercise types, physical and cognitive difficulty, besides reducing repetitiveness.
Arzu Güneysu, Barbara Bruno, Victor Taburet, Ayberk Ozgur, Pierre Dillenbourg
RO-MAN1
2019 PREC 2019: Personal Robots for Exercising and Coaching
abstract
Exercising is strongly recommended for prevention and treatment of pathologies with high prevalence such as cardiovascular diseases, cancer, and diabetes. The World Health Organization (WHO) states that insufficient physical activity is one of the leading risk factors for death worldwide. The decrease of physical activity in our society is not just an individual problem but it is influenced by a variety of environmental and social factors. Hence, it is important to target this issue from a multi-perspective and interdisciplinary point of view. This full-day workshop will offer a forum for researchers from a variety of backgrounds to discuss the potentials and limitations of using social robots to promote physical activity.
Sebastian Schneider 0001, Carlos A. Cifuentes, Marcela Múnera, Arzu Güneysu, Sascha S. Griffiths
HRI4
2018 Bringing letters to life: handwriting with haptic-enabled tangible robots
abstract
In this paper, we present a robotic approach to improve the teaching of handwriting using the tangible, haptic-enabled and classroom-friendly Cellulo robots. Our efforts presented here are in line with the philosophy of the Cellulo platform: we aim to create a ready-to-use tool (i.e. a set of robot-assisted activities) to be used for teaching handwriting, one that is to coexist harmoniously with traditional tools and will contribute new added values to the learning process, complementing existing teaching practices.
Thibault Asselborn, Arzu Güneysu, Khalil Mrini, Elmira Yadollahi, Ayberk Ozgur, Wafa Johal, Pierre Dillenbourg
IDC2
2018 Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots
abstract
Rehabilitation aims to ameliorate deficits in motor control via intensive practice with the affected limb. Current strategies, such as one-on-one therapy done in rehabilitation centers, have limitations such as treatment frequency and intensity, cost and requirement of mobility. Thus, a promising strategy is home-based therapy that includes task specific exercises. However, traditional rehabilitation tasks may frustrate the patient due to their repetitive nature and may result in lack of motivation and poor rehabilitation. In this article, we propose the design and verification of an effective upper extremity rehabilitation game with a tangible robotic platform named Cellulo as a novel solution to these issues. We first describe the process of determining the design rationales to tune speed, accuracy and challenge. Then we detail our iterative participatory design process and test sessions conducted with the help of stroke, brachial plexus and cerebral palsy patients (18 in total) and 7 therapists in 4 different therapy centers. We present the initial quantitative results, which support several aspects of our design rationales and conclude with our future study plans.
Arzu Güneysu, Maximilian Jonas Wessel, Wafa Johal, Kshitij Sharma, Ayberk Ozgur, Philippe Vuadens, Francesco Mondada, Friedhelm Hummel, Pierre Dillenbourg
HRI1
2017 Socially assistive child-robot interaction in physical exercise coaching
abstract
The main contribution of this study is the design and implementation of an autonomous human robot interaction system to engage children in performing several physical exercise motions by providing real-time feedback and guidance. The system is designed after several preliminary experiments with children and exercise coaches. In order to test the feasibility and the effectiveness of the exercise system across a variety of performance and evaluation measures, an experimental study was conducted with 19 healthy children. The results of the study validate the effectiveness of the system in motivating and helping children to complete physical exercises. The children engaged in physical exercise throughout the interaction sessions and rated the interaction highly in terms of enjoyableness, and rated the robot exercise coach highly in terms of social attraction, social presence, and companionship via a questionnaire answered after each session.
Arzu Güneysu, Bert Arnrich
RO-MAN1
2014 Auto-evaluation of motion imitation in a child-robot imitation game for upper arm rehabilitation
abstract
The purpose of this study is fusing play-like child robot interaction with physiotherapy in order to achieve upper arm rehabilitation by motivating the child. The proposed system is not intended to substitute for the physiotherapist, but to assist them in their therapeutic tasks by encouraging the child's participation in the activity. Recognizing the imitation performance of the child and supporting him/her with feedback for drawing the child's attention and motivating the child to imitate the robot is crucial. This study concentrates on automatically evaluating the upper body actions of the child during an imitation based physical therapy. For quantifying the performance of the child, two measures were considered: Range of Motion (RoM) and Dynamic Time Warping (DTW) distance. In our initial experiments, eight healthy children were asked to stand in front of a Kinect sensor and to mimic the actions of the humanoid robot Nao, which consist of shoulder abduction, shoulder vertical flexion&extension and elbow flexion. The proposed evaluation measure is verified as a reliable measurement according to Intraclass Correlation Coefficient (ICC) through comparison with evaluations of five physiotherapists as ground truth. The degree of consistency among our ratings and the physiotherapist ratings is between %76 and %96 for different motions.
Arzu Güneysu, Recep Doga Siyli, Albert Ali Salah
RO-MAN1