Demo Data from SIGIR 2026 / reviewers in the wild / expert
Ayberk Ozgur
dblp:153/0294 · also Ayberk Özgür
· DBLP profile ↗
9ranked-venue papers
5as first author
0since 2021 · last 2020
0000-0003-1276-4975ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 7 · 4 first-authorHuman-computer interaction and ubiquitous computing · 7 · 4 first-authorSystems, architecture and hardware · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
4 papers |
Learning and educational technologies · 31% Human-robot interaction · 23% Health and well-being technologies · 22% | |
| Computer networks
1 paper |
Wireless sensing and localization · 100% |
Topics — the 12 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies
robot-assisted learning |
0.6 | 2 | 2017 | Cellulo: Versatile Handheld Robots for Education · HRI 2017 Windfield: Learning Wind Meteorology with Handheld Haptic Robots · HRI 2017 |
Health and well-being technologies › rehabilitation technology
rehabilitation robotics |
0.3 | 1 | 2018 | Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots · HRI 2018 |
Health and well-being technologies
rehabilitation technology |
0.3 | 1 | 2018 | Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots · HRI 2018 |
Human-robot interaction › physical human-robot interaction
handheld robot |
0.3 | 1 | 2017 | Cellulo: Versatile Handheld Robots for Education · HRI 2017 |
Haptics and multimodal interaction › haptic interface
haptic device design |
0.3 | 1 | 2017 | Haptic-Enabled Handheld Mobile Robots: Design and Analysis · CHI 2017 |
Learning and educational technologies › embodied learning
haptic learning |
0.3 | 1 | 2017 | Windfield: Learning Wind Meteorology with Handheld Haptic Robots · HRI 2017 |
Wireless sensing and localization
indoor localization |
0.2 | 1 | 2016 | Real-time high-accuracy 2D localization with structured patterns · ICRA 2016 |
Haptics and multimodal interaction
haptic feedback |
0.2 | 2 | 2017 | Cellulo: Versatile Handheld Robots for Education · HRI 2017 Windfield: Learning Wind Meteorology with Handheld Haptic Robots · HRI 2017 |
Games and playful interaction › serious games
rehabilitation game |
0.1 | 1 | 2018 | Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots · HRI 2018 |
Haptics and multimodal interaction
haptic interaction |
0.1 | 1 | 2017 | Windfield: Learning Wind Meteorology with Handheld Haptic Robots · HRI 2017 |
Personal fabrication and tangible interfaces
tangible interaction |
0.1 | 1 | 2017 | Cellulo: Versatile Handheld Robots for Education · HRI 2017 |
Robotics › Robot navigation and mapping › localization › robot localization
mobile robot localization |
0.1 | 1 | 2016 | Real-time high-accuracy 2D localization with structured patterns · ICRA 2016 |
Methods — techniques the papers use, named apart from their topics
printed pattern detection · 0.5digital pen algorithms · 0.5participatory design · 0.3task-based experimental evaluation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Design of Dynamic Tangible Workspaces for Games: Application on Robot-Assisted Upper Limb RehabilitationabstractA 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-MAN | 4 |
| 2018 | Bringing letters to life: handwriting with haptic-enabled tangible robotsabstractIn 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 |
IDC | 5 |
| 2018 | Iterative Design of an Upper Limb Rehabilitation Game with Tangible RobotsabstractRehabilitation 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 |
HRI | 5 |
| 2017 | Haptic-Enabled Handheld Mobile Robots: Design and AnalysisabstractThe Cellulo robots are small tangible robots that are designed to represent virtual interactive point-like objects that reside on a plane within carefully designed learning activities. In the context of these activities, our robots not only display autonomous motion and act as tangible interfaces, but are also usable as haptic devices in order to exploit, for instance, kinesthetic learning. In this article, we present the design and analysis of the haptic interaction module of the Cellulo robots. We first detail our hardware and controller design that is low-cost and versatile. Then, we describe the task-based experimental procedure to evaluate the robot's haptic abilities. We show that our robot is usable in most of the tested tasks and extract perceptive and manipulative guidelines for the design of haptic elements to be integrated in future learning activities. We conclude with limitations of the system and future work. Ayberk Ozgur, Wafa Johal, Francesco Mondada, Pierre Dillenbourg |
CHI | 1 |
| 2017 | Windfield: Learning Wind Meteorology with Handheld Haptic RobotsabstractThis article presents a learning activity and its user study involving the Cellulo platform, a novel versatile robotic tool designed for education. In order to show the potential of Cellulo in the classroom as part of standard curricular activities, we designed a learning activity called Windfield that aims to teach the atmospheric formation mechanism of wind to early middle school children. The activity involves a didactic sequence, introducing the Cellulo robots as hot air balloons and enabling children to feel the wind force through haptic feedback. We present a user study, designed in the form of a real hour-long lesson, conducted with 24 children in 8 groups who had no prior knowledge in the subject. Collaborative metrics within groups and individual performances about the learning of key concepts were measured with only the hardware and software integrated in the platform in a completely automated manner. The results show that almost all participants showed learning of symmetric aspects of wind formation while about half showed learning of asymmetric vectorial aspects that are more complex. Ayberk Ozgur, Wafa Johal, Francesco Mondada, Pierre Dillenbourg |
HRI | 1 |
| 2017 | Cellulo: Versatile Handheld Robots for EducationabstractIn this article, we present Cellulo, a novel robotic platform that investigates the intersection of three ideas for robotics in education: designing the robots to be versatile and generic tools; blending robots into the classroom by designing them to be pervasive objects and by creating tight interactions with (already pervasive) paper; and finally considering the practical constraints of real classrooms at every stage of the design. Our platform results from these considerations and builds on a unique combination of technologies: groups of handheld haptic-enabled robots, tablets and activity sheets printed on regular paper. The robots feature holonomic motion, haptic feedback capability and high accuracy localization through a microdot pattern overlaid on top of the activity sheets, while remaining affordable (robots cost about EUR 125 at the prototype stage) and classroom-friendly. We present the platform and report on our first interaction studies, involving about 230 children. Ayberk Ozgur, Séverin Lemaignan, Wafa Johal, Maria Beltran, Manon Briod, Léa Pereyre, Francesco Mondada, Pierre Dillenbourg |
HRI | 1 |
| 2016 | Real-time high-accuracy 2D localization with structured patternsabstractBuilding over algorithms previously developed for digital pens, this article introduces a novel 2D localization technique for mobile robots, based on simple printed patterns. This method combines high absolute accuracy (below 0.3mm), unlimited scalability, low computational requirements (the presented open-source implementation runs at above 45Hz on a low-cost microcontroller) and low cost (below €30 per device at prototype stage). The article first presents the underlying algorithms and localization pipeline. It then describes our reference hardware and software implementations, and finally evaluates the performance of this technique for mobile robots. Lukas Hostettler, Ayberk Ozgur, Séverin Lemaignan, Pierre Dillenbourg, Francesco Mondada |
ICRA | 2 |
| 2016 | Permanent magnet-assisted omnidirectional ball driveabstractWe present an omnidirectional ball wheel drive design that utilizes a permanent magnet as the drive roller to generate the contact force. Particularly interesting for novel human-mobile robot interaction scenarios where the users are expected to physically interact with many palm-sized robots, our design combines simplicity, low cost and compactness. We first detail our design and explain its key parameters. Then, we present our implementation and compare it with an omniwheel drive built with identical conditions and similar cost. Finally, we elaborate on the main advantages and drawbacks of our design. Ayberk Ozgur, Wafa Johal, Pierre Dillenbourg |
IROS | 1 |
| 2014 | Natural user interface for RoombotsabstractRoombots (RB) are self-reconfigurable modular robots designed to study robotic reconfiguration on a structured grid and adaptive locomotion off grid. One of the main goals of this platform is to create adaptive furniture inside living spaces such as homes or offices. To ease the control of RB modules in these environments, we propose a novel and more natural way of interaction with the RB modules on a RB grid, called the Natural Roombots User Interface. In our method, the user commands the RB modules using pointing gestures. The user's body is tracked using multiple Kinects. The user is also given real-time visual feedback of their physical actions and the state of the system via LED illumination electronics installed on both RB modules and the grid. We demonstrate how our interface can be used to efficiently control RB modules on simple point-to-point grid locomotion and conclude by discussing future extensions. Ayberk Ozgur, Stéphane Bonardi, Massimo Vespignani, Rico Moeckel, Auke Jan Ijspeert |
RO-MAN | 1 |