Yunus Dogan Telliel

dblp:322/5502 · also Yunus Telliel · DBLP profile ↗
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5ranked-venue papers
0as first author
5since 2021 · last 2025
0000-0001-5651-7349ORCID · reported

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

Human-computer interaction and ubiquitous computing · 5 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
YearPublicationVenuePosition
2025 Shifting Genres: Limits of Video Game Genre Taxonomy in Roguelikes
abstract
What is a roguelike?Many players ask this question and receive a common answer: a roguelike is a video game that includes procedurally generated levels and permadeath.However, this definition assumes a taxonomist paradigm, prioritizing what elements are present in a game rather than the question of why those elements are present.In this paper, we examine 1) the historical formation of the roguelike genre, 2) the creation of its namesake, Rogue, 3) the establishment of the genre's first formal definition, The Berlin Interpretation, and 4) the gradual manifestation of The Modern Interpretation.Further, we present a new genre term-the Prepare to Die game, or PTD, defined by the question: what makes death meaningful in games?We argue that the commonly cited elements of procedurally generated levels and permadeath are merely tools to achieve variance in play and meaningful consequences for player actions.This shift in framing presents a holistic perspective that highlights experiential architecture and developer motivations, better aligning with the dynamic nature of genre.Further, we propose a descriptive set of vocabulary that can be used to craft inclusive genre descriptions that prioritize design philosophies shaping the very experience of video games.
Josiah D. Boucher, Yunus Dogan Telliel, Gillian Smith 0001
FDG2
2025 How Do You Want to View This? Generative AI, Creative Ethos, and TTRPG Hobbyists
abstract
This paper presents a study that examines tabletop roleplaying game (TTRPG) players' understanding, attitudes, and perceptions of generative AI (GAI) as it intersects with this creative, hobbyist domain. While general findings regarding challenges and potential harms of GAI are well-explored, much of this exploration centers workplaces concerned with productivity and efficiency. This study values the contrast provided by TTRPG hobbyists in the relatively underexplored domain of a non-professional, creative community that tends to lack corporate pressures. Through a qualitative study using ethnographic interviews and a shared image-generation activity, we explore how TTRPG hobbyists are responding to GAI systems in this environment and describe our participants' mental model of GAI ecosystems. We found that they tend to treat GAI as its own creative medium, using vocabulary attentive to distinct design affordances of GAI systems rather than seeing it simply as a “tool”. Further, we develop the term "creative ethos" to describe how research participants evaluate and navigate such affordances to align with ethical values of creativity fostered by TTRPGs, especially focusing on participants’ aspirations to support artists and resist unethical GAI futures.
Josiah D. Boucher, Gillian Smith 0001, Yunus Dogan Telliel
Proc. ACM Hum. Comput. Interact.3
2024 The Matrix of Discomfort: Reimagining Critical AI Artwork through a Lens of Organic Creative Spaces
abstract
Wright’s notion of "organic creative space" invites viewers to experience the harmony and discord inherent when operating at the boundary between the natural and designed worlds. In this artwork, we interrogate similar boundaries: between the natural and artificial, and between the creative and the generative. We explore the use of artificial intelligence systems to generate images of natural phenomena–specifically, women’s faces–and the discomfort felt by viewers as they are unsettled by the unanticipated. The Matrix of Discomfort is a multimedia art installation that blends quilting and augmented reality (AR) to critically reflect upon AI as a medium that holds promise and distrust, and that exists at boundaries: between the natural and artificial, the creative and the generative, the digital and the physical. It reimagines the quilt, traditionally a feminized symbol of comfort and relaxation, as a canvas for stimulating conversation about the ethical quandaries and potential promises of generative AI.
Karen Royer, Gillian Smith 0001, Yunus Dogan Telliel
Creativity & Cognition3
2024 Is Resistance Futile?: Early Career Game Developers, Generative AI, and Ethical Skepticism
abstract
This paper presents a study that examines developer perceptions and usage of generative AI (GAI) in a summer professional development program for game development interns focused on mobile game design. GAI applications are in common usage worldwide, yet the impacts of this technology in game development remain relatively underexplored. Through a qualitative study using ethnographic interviews and participatory observation, this paper explores how GAI impacted the workflows, creative processes, and professional identities of early career game developers. We present a case of GAI integration that was not a straightforward adoption. Focusing on the interns’ resistance, negotiation, and reimagining, we show that the interns were actively developing a new professional culture both with and against generative AI. For the interns, their ethical commitments to fellow game developers and the future of their profession were as important as their practical concerns about usability, utility, and efficacy of GAI tools.
Josiah D. Boucher, Gillian Smith 0001, Yunus Dogan Telliel
CHI3
2023 WheelUp! Developing an Interactive Electric-power Wheelchair Virtual Training Environment
abstract
Standard power wheelchair training is considered inadequate by clinicians and users due to insufficient means to evaluate user performance in varying environments. Virtual environment training offers a promising alternative by providing users with more practical opportunities while reducing the time demands on clinicians. However, there is a need to further explore and optimize game design elements and strategies to ensure engaging and effective training experiences for a diverse range of users. This paper presents our progress of WheelUp!, an open-source electric wheelchair virtual reality (VR) simulator. The simulator offers modularity for clinician-controlled difficulty adjustment, immediate visual and audio feedback, and a visualization tool to aid in clinical assessment and monitoring of progress. This is the first step to building an interactive platform to address the inadequacy of wheelchair training.
Max Chen 0001, Alexander Sirois, Robert Dempski, Gillian Smith 0001, Yuko Oda, Yunus Dogan Telliel, Erika S. Lewis, Kelilah L. Wolkowicz
CoG8