Tilbe Göksun

dblp:118/0121 · DBLP profile ↗
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46ranked-venue papers
0as first author
25since 2021 · last 2025
0000-0002-0190-7988ORCID · corroborated

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

Artificial intelligence and machine learning · 36 · 23 since 2021Applied, interdisciplinary, general and emerging computing · 34 · 23 since 2021Human-computer interaction and ubiquitous computing · 12 · 2 since 2021
YearPublicationVenuePosition
2025 The Role of Gesture in Emotion Communication: Patterns Across Emotional Categories and Stimulus Types
Süleyman Can Ceylan, Demet Özer, Tilbe Göksun
CogSci3
2025 Speaker-Related Cognitive Constraints on Multimodal Audience Design During Spatial Communication
Demet Özer, Tilbe Göksun
CogSci2
2025 Gesture Use Contributes to Autobiographical Remembering
Selma Berfin Tanis, Yagmur Damla Senturk, Ibrahim Akkan, Tilbe Göksun, Çagla Aydin
CogSci4
2024 What makes a novel spatial metaphor of time?
Emir Akbuga, Tilbe Göksun
CogSci2
2024 The Role of Hand Gestures on Emotional Intensity and Phenomenological Ratings of Autobiographical Narratives
Ibrahim Akkan, Çagla Aydin, Sami Gülgöz, Tilbe Göksun
CogSci4
2024 A longitudinal study on the production of filled pauses among bilingual and monolingual children
Burcu Arslan, Tilbe Göksun, Asli Aktan Erciyes
CogSci2
2024 Investigating the Influence of Disfluencies and Gestures in Assessing Others' Knowledge: A Feelings of Another's Knowing (FOAK) Study
Can Avci, Terry Eskenazi, Tilbe Göksun
CogSci3
2024 Iconic Gestures - a Double-Edged Sword for Creative Imagery
Gyulten Hyusein, Dila Gürer, Melek Öyküm Yalçin, Tilbe Göksun
CogSci4
2024 Disfluency in Speech and Gestures: Windows into Metacognitive Processes
Begüm Yilmaz, Emel Nur Kaya, Sultan Karakas, Reyhan Furman, Tilbe Göksun, Terry Eskenazi
CogSci5
2023 Object Focus and Preschoolers' Relational Reasoning
Seref Can Esmer, Eylul Turan, Dilay Z. Karadöller, Tilbe Göksun
CogSci4
2022 Designing Physical Objects for Young Children's Magnitude Understanding: A TUI Research Through Design Journey
abstract
Magnitude understanding, an understudied topic in Child-Computer Interaction, entails making nonsymbolic ‘more-less’ comparisons that influence young children's later math and academic achievements. To support this ability, designing tangible user interfaces (TUIs) demands considering many facets, ranging from elements within the physical world to the digital design components. This multifaceted activity brings many design decisions often not reflected in research. Therefore, we present this reflection via our research through design process in developing a vital design element, the physical form. We share our (i) physical object design criteria elicitation for magnitude understanding, (ii) hands-on making process, and (iii) preliminary studies with children engaging with objects. With our insights obtained through these steps, we project how this physical object-initiated research inspires the TUI in the upcoming steps and present design takeaways for CCI researchers.
Ceylan Besevli, Tilbe Göksun, Oguzhan Özcan
IDC2
2022 Eliciting parents' insights into products for supporting and tracking children's fine motor development
abstract
Early development of fine motor skills is a critical milestone for children, which also helps the formation and maturation of other developmental areas like language development. While toys and daily artefacts could support children's fine motor skills, parents play a profound role in monitoring their developmental progress. Although there are several products to support fine motor development and help parents monitor their children's progress, the literature lacks a source that might inform the design of such products. As the first step of a bigger research project, we conducted semi-structured interviews with 13 parents to gather their insights into and expectations of such supportive products. We designed a sensor-embedded toy concept, ANIMO, aimed at supporting the fine motor development of 7 to 24-month-old children and assisting parents in tracking their children's developmental progress via a mobile app. We showed this concept to parents during interviews to facilitate the insight elicitation process. We present ANIMO, three themes summarizing parents’ insights and expectations into products supporting fine motor development along with implications for their design.
Ipek Gürbüzsel, Tilbe Göksun, Aykut Coskun
IDC2
2022 Are children mindful decision makers? Investigating underlying mechanisms of Turkish-learning children's recency bias
Zeynep Adigüzel, Sami Gülgöz, Tilbe Göksun
CogSci3
2022 Temporal Gestures in Different Temporal Perspectives
Emir Akbuga, Uras Gülhan, Sudenur Güngör, Tilbe Göksun
CogSci4
2022 Multimodal Communication in Virtual and Face-to-Face Settings: Gesture Production and Speech Disfluency
Burcu Arslan, Can Avci, Tilbe Göksun
CogSci3
2022 Gesture and Speech Disfluency in Narrative Context: Disfluency Rates in Spontaneous, Restricted, and Encouraged Gesture Conditions
Can Avci, Burcu Arslan, Tilbe Göksun
CogSci3
2022 Deus ex Machina: The Influence of COVID-19 Pandemic on the Young Adults' Religiosity, Temporal Values, and Time Spatialization across Cultures
Carmen Callizo-Romero, Daniel Casasanto, Sobh Chahboun, Tilbe Göksun, Alexander Kranjec, Marc Ouellet, Slavica Tutnjevic, Julio Santiago
CogSci4
2022 Walking munu and jumping bibi: Sound symbolism in (non)words produced by Turkish speakers
Selin Topel, Junko Kanero, Noburo Saji, Tilbe Göksun
CogSci4
2021 The effect of evidentiality markers on the survival processing effect
Burcu Arslan, Tilbe Göksun, Çaglar Akçay
CogSci2
2021 The Role of Hand Gestures in Emotion Communication
Esma Asalioglu, Tilbe Göksun
CogSci2
2021 The asymmetry between descriptions of vertical and horizontal spatial relations
Feyza Nur Dik, Demet Özer, Altug Eskioglu, Alexander Kranjec, Tilbe Göksun
CogSci5
2021 Does encouraging gesture use help us connect remote associations?: The role of mental imagery
Gyulten Hyusein, Irem Türkmen, Melek Öyküm Yalçin, Sarp Özdemir, Tilbe Göksun
CogSci5
2021 Is it for all? Spatial abilities matter in processing gestures during the comprehension of spatial language
Demet Özer, Asli Özyürek, Tilbe Göksun
CogSci3
2021 How are Spatial Distance, Temporal Distance and Temporal Valuation Related?
Julio Santiago, Omar Escámez, Carmen Callizo-Romero, Tilbe Göksun, Alexander Kranjec
CogSci4
2021 Bilinguals Infer in L2 Similarly, but not in Dual-language
Asli Yurtsever, Tilbe Göksun, Sami Gülgöz
CogSci2
2020 Does time extend asymmetrically towards the past and the future? A cross-cultural study
Carmen Callizo-Romero, Slavica Tutnjevic, Maja Pandza, Marc Ouellet, Alexander Kranjec, Sladjana Ilic, Tilbe Göksun, Sobh Chahboun, Daniel Casasanto, Julio Santiago
CogSci8
2020 A Cross-Cultural Principle Of Temporal Spatialization
Carmen Callizo-Romero, Slavica Tutnjevic, Maja Pandza, Marc Ouellet, Alexander Kranjec, Sladjana Ilic, Tilbe Göksun, Sobh Chahboun, Daniel Casasanto, Julio Santiago
CogSci8
2019 MaR-T: Designing a Projection-Based Mixed Reality System for Nonsymbolic Math Development of Preschoolers: Guided by Theories of Cognition and Learning
abstract
Recent developmental studies state that nonsymbolic number representation (i.e., more-less comparisons) is important for math development, and children's judgment about such non-numerical magnitudes can be affected by sensory properties (i.e., volume, space). Yet, to our knowledge, there are no tangible based systems for training this math concept. Building on theories of cognition and learning, we developed MaR-T, a projector-camera setup. This paper is a step towards investigating the effects of projection-based mixed-reality (MR) system with tangibles on nonsymbolic number representation of 3- to 5-year-old children. We present our user studies with a total of 14 participants, conducted to observe their interaction with the setup and the possible effects of our design on learning. The results indicate that MaR-T can provide active, engaging, and social learning, and our insights can inspire other interaction design and education studies.
Ceylan Besevli, Elif Salman, Tilbe Göksun, Hakan Urey, Oguzhan Özcan
IDC3
2019 When do iconic gestures facilitate word learning? The case of L2 lessons for preschoolers led by a robot or human tutor
Junko Kanero, Cansu Oranç, Sümeyye Koskulu, Tilbe Göksun, Aylin C. Küntay
CogSci4
2019 Second Language Tutoring Using Social Robots: L2TOR - The Movie
abstract
This video illustrates the large-scale experiment of the L2TOR project that will be presented at the HRI 2019 conference. The experiment aimed to investigate how 192 Dutch 5-year-old children could learn 34 English words from a NAO robot in 7 lessons. The experiment compared 4 conditions: 1) robot using iconic gestures, 2) robot without iconic gestures, 3) tablet only, and 4) a control group. The results revealed that children could learn more English words in all experimental conditions compared to the control group. The three experimental conditions did not show any significant differences regarding the learning outcomes.
Paul Vogt, Rianne van den Berghe, Mirjam de Haas, Laura Kunold, Junko Kanero, Ezgi Mamus, Jean-Marc Montanier, Cansu Oranç, Ora Oudgenoeg-Paz, Daniel Hernández García, Fotios Papadopoulos, Thorsten Schodde, Josje Verhagen, Christopher D. Wallbridge, Bram Willemsen, Jan de Wit, Tony Belpaeme, Tilbe Göksun, Stefan Kopp, Emiel Krahmer, Aylin C. Küntay, Paul M. Leseman, Amit Kumar Pandey
HRI18
2019 Second Language Tutoring Using Social Robots: A Large-Scale Study
abstract
We present a large-scale study of a series of seven lessons designed to help young children learn English vocabulary as a foreign language using a social robot. The experiment was designed to investigate 1) the effectiveness of a social robot teaching children new words over the course of multiple interactions (supported by a tablet), 2) the added benefit of a robot's iconic gestures on word learning and retention, and 3) the effect of learning from a robot tutor accompanied by a tablet versus learning from a tablet application alone. For reasons of transparency, the research questions, hypotheses and methods were preregistered. With a sample size of 194 children, our study was statistically well-powered. Our findings demonstrate that children are able to acquire and retain English vocabulary words taught by a robot tutor to a similar extent as when they are taught by a tablet application. In addition, we found no beneficial effect of a robot's iconic gestures on learning gains.
Paul Vogt, Rianne van den Berghe, Mirjam de Haas, Laura Kunold, Junko Kanero, Ezgi Mamus, Jean-Marc Montanier, Cansu Oranç, Ora Oudgenoeg-Paz, Daniel Hernández García, Fotios Papadopoulos, Thorsten Schodde, Josje Verhagen, Christopher D. Wallbridge, Bram Willemsen, Jan de Wit, Tony Belpaeme, Tilbe Göksun, Stefan Kopp, Emiel Krahmer, Aylin C. Küntay, Paul M. Leseman, Amit Kumar Pandey
HRI18
2019 Exploring Projection Based Mixed Reality with Tangibles for Nonsymbolic Preschool Math Education
abstract
A child's early math development can stem from interactions with the physical world. Accordingly, current tangible interaction studies focus on preschool children's formal (symbolic) mathematics, i.e. number knowledge. However, recent developmental studies stress the importance of nonsymbolic number representation in math learning, i.e. understanding quantity relations without counting(more/less). To our knowledge, there are no tangible systems based on this math concept. We developed an initial tangible based mixed-reality(MR) setup with a small tabletop projector and depth camera. Our goal was observing children's interaction with the setup to guide our further design process towards developing nonsymbolic math training. In this paper, we present our observations from sessions with four 3-to-5 year old children and discuss their meaning for future work. Initial clues show that our MR setup leads to exploratory and mindful interactions, which might be generalizable to other tangible MR systems for child education and could inspire interaction design studies.
Elif Salman, Ceylan Besevli, Tilbe Göksun, Oguzhan Özcan, Hakan Urey
TEI3
2018 Code notes: designing a low-cost tangible coding tool for/with children
abstract
Programming has become an essential subject for today's education curriculum and as a result, the importance of creating the right environments to teach is increasing. For such environments, featuring tangible tools enhances creativity and collaboration. However, due to their high prices, current tangible tools are not reachable by most of the students. We developed Code Notes as a low-cost, attainable and tangible tool aimed to motivate children to support programming education. Code Notes is comprised of an Android app and code-cardboards to teach the basic concepts in programming. We continue to develop the platform with insights gained from children. This paper shares the design phases of Code Notes and observations from our two-month programming project. We also presented some future concepts of Code Notes that offer an active and embodied interaction with the teaching material.
Alpay Sabuncuoglu, Merve Erkaya, Oguz Turan Buruk, Tilbe Göksun
IDC4
2018 Customizing Developmentally Situated Design (DSD) Cards: Informing Designers about Preschoolers' Spatial Learning
abstract
To date, developmental needs and abilities of children under 4 years old have been insufficiently taken into account at the early stages of technology design. Bekker and Antle [6] created developmentally situated design (DSD) cards as a design tool to inform children's technology designers about children's development starting from 5 years of age. In this paper, we describe how we customized DSD cards for a specific developmental skill (i.e., spatial learning) of children between 2- and 4-year-olds for tangible interaction design. The cards were evaluated after a user study in which 19 participants from different backgrounds used the cards in three design workshops. Our analysis of observational notes and online survey identify and discuss how specific card features support or limit use by our participants. We draw on our findings to set forth design considerations and possible refinements that make age specific knowledge about very young children's spatial learning to inform technologies based on tangible interaction.
Gökçe Elif Baykal, Tilbe Göksun, Asim Evren Yantaç
CHI2
2018 Through the Glance Mug: A Familiar Artefact to Support Opportunistic Search in Meetings
abstract
During collocated meetings, the spontaneous need for information, called opportunistic search, might arise while conversing. However, using smartphones to look up information might be disruptive, disrespectful or even embarrassing in social contexts. We propose an alternative instrument for this practice: Glance Mug, a touch-sensitive mug prototype that listens to the conversation and displays browsable content-driven results on its inner screen. We organized 15 pairs of one-to-one meetings between students to gather user reflections. The user study revealed that the mug has the potential for supporting instant search and affords sufficient subtlety to conceal user actions. Yet, it provoked some anxiety for the users in maintaining eye contact with their partners. Our main contributions are the context-aware mug concept tested in a real-life setting and the analysis through Hornecker and Buur's Tangible Interaction Framework that discusses its design space, and its impact on the users and social interaction.
Ahmet Börütecene, Idil Bostan, Ekin Akyürek, Alpay Sabuncuoglu, Ilker Temuzkusu, Çaglar Genç, Tilbe Göksun, Oguzhan Özcan
TEI7
2017 Hands as a Controller: User Preferences for Hand Specific On-Skin Gestures
abstract
Hand-specific on-skin (HSoS) gestures are a trending interaction modality yet there is a gap in the field regarding users' preferences about these gestures. Thus, we conducted a user-elicitation study collecting 957 gestures from 19 participants for 26 commands. Results indicate that (1) users use one hand as a reference object, (2) load different meanings to different parts of the hand, (3) give importance to hand-properties rather than the skin properties and (4) hands can turn into self-interfaces. Moreover, according to users' subjective evaluations, (5) exclusive gestures are less tiring than the intuitive ones. We present users' subjective evaluations regarding these and present a 33-element taxonomy to categorize them. Furthermore, we present two user-defined gesture sets; the intuitive set including users' first choices and natural-feeling gestures, and the exclusive set which includes more creative gestures indigenous to this modality. Our findings can inspire and guide designers and developers of HSoS.
Idil Bostan, Oguz Turan Buruk, Mert Canat, Mustafa Ozan Tezcan, Celalettin Yurdakul, Tilbe Göksun, Oguzhan Özcan
Conference on Designing Interactive Systems6
2017 The Effects of Duration Words and Spatial-Temporal Metaphors on Perceived Duration
Demet Özer, Alexander Kranjec, Fuat Balci, Tilbe Göksun
CogSci4
2017 The effects of gesture restriction on spatial language in young and elderly adults
Demet Özer, Merve Tansan, Ege Ekin Özer, Katsiaryna Malykhina, Anjan Chatterjee, Tilbe Göksun
CogSci6
2016 Developing Transmedia Puzzle Play to Facilitate Spatial Skills of Preschoolers
abstract
This proposed project aims to develop a research-driven interactive product that facilitates spatial skills of preschoolers. Here, we present the preliminary qualitative results of a user study with the paper prototype of Fungram, merging physical tangram pieces on the screen within a narrative context. A pilot study was conducted with eight children between the ages of 25 and 48 months, who were presented tangible tangram pieces along with two sets of papers with and without narrative context. Our preliminary qualitative data indicates that narrative context helps children's coherence of abstract figures and triggers rotation of geometric tangram pieces. This study provide insights about children's user needs and action strategies within the proposed use scenario with graspable puzzle pieces related to screen interaction at this age range. We suggest that transmedia play expand opportunities for children to employ their spatial skills in different settings.
Gökçe Elif Baykal, Ilgim Veryeri Alaca, Asim Evren Yantaç, Tilbe Göksun
IDC4
2016 Sensation: Measuring the Effects of a Human-to-Human Social Touch Based Controller on the Player Experience
abstract
We observe an increasing interest on usage of full-body interaction in games. However, human-to-human social touch interaction has not been implemented as a sophisticated gaming apparatus. To address this, we designed the Sensation, a device for detecting touch patterns between players, and introduce the game, Shape Destroy, which is a collaborative game designed to be played with social touch. To understand if usage of social touch has a meaningful contribution to the overall player experience in collaborative games we conducted a user study with 30 participants. Participants played the same game using i) the Sensation and ii) a gamepad, and completed a set of questionnaires aimed at measuring the immersion levels. As a result, the collected data and our observations indicated an increase in general, shared, ludic and affective involvement with significant differences. Thus, human-to-human touch can be considered a promising control method for collaborative physical games.
Mert Canat, Mustafa Ozan Tezcan, Celalettin Yurdakul, Eran Tiza, Bugra Can Sefercik, Idil Bostan, Oguz Turan Buruk, Tilbe Göksun, Oguzhan Özcan
CHI8
2016 Disfluency production in speech and gesture
Niloofar Akhavan, Tilbe Göksun, Nazbanou Nozari
CogSci2
2016 Temporal Expressions in Speech and Gesture
Idil Bostan, Ahmet Börütecene, Oguzhan Özcan, Tilbe Göksun
CogSci4
2015 Motion event expressions in language and gesture: Evidence from Persian
Niloofar Akhavan, Nazbanou Nozari, Tilbe Göksun
CogSci3
2015 Describing Causal Events: Evidence from Patients with Focal Brain Injury
Demet Özer, Idil Bostan, Anjan Chatterjee, Tilbe Göksun
CogSci4
2013 Spatial Gestures Point the Way: A Broader Understanding of the Gestural Referent
Kinnari Atit, Ilyse Resnick, Thomas F. Shipley, Carol Ormand, Cathryn Manduca, Tilbe Göksun, Basil Tikoff
CogSci6
2011 Experts' and Novices' Use of Gesture in Explaining Geologic Maps
Ilyse Resnick, Kinnari Atit, Tilbe Göksun, Thomas F. Shipley
CogSci3