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Idil Bostan

dblp:176/0257 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-authorArtificial intelligence and machine learning · 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
1 paper
Games and playful interaction · 70% Haptics and multimodal interaction · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction › multiplayer games
cooperative games
0.212016
Sensation: Measuring the Effects of a Human-to-Human Social Touch Based Controller on the Player Experience · CHI 2016
Games and playful interaction
player experience
0.212016
Sensation: Measuring the Effects of a Human-to-Human Social Touch Based Controller on the Player Experience · CHI 2016
Haptics and multimodal interaction › affective haptics
social touch
0.212016
Sensation: Measuring the Effects of a Human-to-Human Social Touch Based Controller on the Player Experience · CHI 2016
Games and playful interaction › game control
game controller
0.112016
Sensation: Measuring the Effects of a Human-to-Human Social Touch Based Controller on the Player Experience · CHI 2016

Methods — techniques the papers use, named apart from their topics

user study · 0.2questionnaire · 0.2
YearPublicationVenuePosition
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
TEI2
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 Systems1
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
CHI6
2016 Temporal Expressions in Speech and Gesture
Idil Bostan, Ahmet Börütecene, Oguzhan Özcan, Tilbe Göksun
CogSci1
2015 Describing Causal Events: Evidence from Patients with Focal Brain Injury
Demet Özer, Idil Bostan, Anjan Chatterjee, Tilbe Göksun
CogSci2